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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
The definitive book on animation, from the Academy Award-winning
animator behind "Who Framed Roger Rabbit?"
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.
Winner of the 2017 McLaren-Lambart Award for Best Book on the Subject of Animation Studying landscape in cinema isn't quite new; it'd be hard to imagine Woody Allen without New York, or the French New Wave without Paris. But the focus on live-action cinema leaves a significant gap in studying animated films. With the almost total pervasiveness of animation today, this collection provides the reader with a greater sense of how the animated landscapes of the present relate to those of the past. Including essays from international perspectives, Animated Landscapes introduces an idea that has seemed, literally, to be in the background of animation studies. The collection provides a timely counterpoint to the dominance of character (be that either animated characters such as Mickey Mouse or real world personalities such as Walt Disney) that exists within animation scholarship (and film studies more generally). Chapters address a wide range of topics including history, case studies in national contexts (including Australia, Japan, China and Latvia), the traversal of animated landscape, the animation of fantastical landscapes, and the animation of interactive landscapes. Animated Landscapes promises to be an invaluable addition to the existing literature, for the most overlooked aspect of animation.
Another in the popular line of Studio Ghibli artbooks, which include interviews with and concept sketches by the director of classics such as Spirited Away and My Neighbor Totoro, as well as finished animation cels from the movie. Princess Mononoke was the first Hayao Miyazaki film to break out into the mainstream. The journey from initial idea to the big screen is captured here, in the hundreds of images from preliminary sketches to dynamic animation cels.
Contemporary Japanese horror is deeply rooted in the folklore of its culture, with fairy tales-like ghost stories embedded deeply into the social, cultural, and religious fabric. Ever since the emergence of the J-horror phenomenon in the late 1990s with the opening and critical success of films such as Hideo Nakata's The Ring (Ringu, 1998) or Takashi Miike's Audition (Odishon, 1999), Japanese horror has been a staple of both film studies and Western culture. Scholars and fans alike throughout the world have been keen to observe and analyze the popularity and roots of the phenomenon that took the horror scene by storm, producing a corpus of cultural artefacts that still resonate today. Further, Japanese horror is symptomatic of its social and cultural context, celebrating the fantastic through female ghosts, mutated lizards, posthuman bodies, and other figures. Encompassing a range of genres and media including cinema, manga, video games, and anime, this book investigates and analyzes Japanese horror in relation with trauma studies (including the figure of Godzilla), the non-human (via grotesque bodies), and hybridity with Western narratives (including the linkages with Hollywood), thus illuminating overlooked aspects of this cultural phenomenon.
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 excellent reference work on the subject." Library Journal (starred review) For fans, culture watchers, and perplexed outsiders, this expanded edition offers an engaging tour of the anime megaverse, from older artistic traditions to the works of modern creators like Hayao Miyazaki, Katsuhiro Otomo, Satoshi Kon, and CLAMP. Examined are all of anime's major themes, styles, and conventions, plus the familiar tropes of giant robots, samurai, furry beasts, high school heroines, and gay/girl/fanboy love. Concluding are fifteen essays on favorite anime, including Evangelion, Escaflowne, Sailor Moon, Patlabor, and Fullmetal Alchemist. Patrick Drazen is an anime historian who lives in Bloomington Normal, Illinois.
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.
Generally neglected for their rhetorical power, animated cartoons provide a treasure chest of provocative and comic gems that teach about the seven deadly sins. After a brief history of parables and fables, icons and visual communication, this book explores each of the seven deadly sins as represented in short animated films from Disney, Pixar, the Warner Brothers, and foreign animators. Terry Lindvall argues that attending to the tropes of the cartoons leads to exemplary and revelatory discoveries, to seeing more of what pride, envy, wrath, sloth, avarice, gluttony, and lust mean across cultures and historical eras.
Filled with more than thirty surprises spread out over twenty-five days, Marvel Advent Calendar is the perfect gift for any Marvel fan. Celebrate the holidays and your favorite Marvel moments with this action-packed advent calendar loaded with a universe's worth of exclusive mementos. - More than 30 surprises: From greeting cards to paper ornaments, buttons, booklets, and more, Marvel Advent Calendar is bound to excite fans with adorable souvenirs and holiday-themed keepsakes spread out over the course of 25 days. - The ultimate stocking stuffer for Marvel Fans: Marvel Advent Calendar will make every day an adventure for fans of all ages. - Build your Marvel collection: Marvel Advent Calendar is the latest in Insight Editions' fan-favorite Marvel library, standing alongside Marvel Eat the Universe: The Official Cookbook, Marvel's Spider-Man: From Amazing to Spectacular, and many more best-selling titles.
Successful in both Japan and the West, Akira had a huge impact on the international growth in popularity of manga and anime. Closely analysing the film and its key themes, Colin O'Dell and Michelle Le Blanc assess its historical importance, its impact on the Western perception of anime, and its influence on science fiction cinema.
Learn to make your characters unique, compelling and lifelike with these 75 exercises for all skill levels, including beginners. Topics include tools and materials; shapes; personalities; facial expressions; body language; character interaction; and costuming. Character types featured include more than just humans; learn how to draw animals, plants, creatures and more. Author Bev Johnson guides you through a variety of questions to explore not only the kinds of characters you want to create, but also the relationships between them, such as who their friends and enemies are, what their personality distinctions are, etc. so you can you can create truly interesting characters.
A retelling of Disney Encanto featuring stunning development art from the original Disney Studio artists. Since its release, Encanto has become an instant classic thanks to its magical story, relatable characters and catchy songs from Tony (R), Grammy (R) and Pulitzer Prize-winner, Lin-Manuel Miranda. Encanto won Best Animated Feature Film at the 2022 Academy Awards (R). Enjoy the hit movie through this retelling of the story, accompanied by concept art from the original Walt Disney Animation Studios artists. Alongside the art, fascinating facts about each piece of art give an insight into the design process behind the iconic movie. Also featured is a foreword from Yvett Merino, Producer at the Walt Disney Animation Studios. The beautiful hardback features a textured finish, stunning foil and illustrated endpapers to ensure this is a book to treasure for years to come. This is the perfect gift for all those who have been enchanted by the magic of Encanto!
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.
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 Wes Anderson Collection: Isle of Dogs is the only book to take readers behind the scenes of the beloved auteur's newest stop-motion animated film. ?Through the course of several in-depth interviews with film critic Lauren Wilford, writer and director Wes Anderson shares the story behind Isle of Dogs's conception and production, and Anderson and his collaborators reveal entertaining anecdotes about the making of the film, their sources of inspiration, the ins and outs of stop-motion animation, and many other insights into their moviemaking process. Previously unpublished behind-the-scenes photographs, concept artwork, and hand-written notes and storyboards accompany the text. The book also features an introduction by critics and collaborators Taylor Ramos and Tony Zhou, and a foreword by critic Matt Zoller Seitz. The fourth volume of the New York Times bestselling Wes Anderson Collection, Isle of Dogs stays true to the series with its rich design and colorful illustrations, capturing Anderson's signature aesthetic vision and bringing the series's definitive study of Anderson's filmography up to date. Isle of Dogs tells the story of Atari Kobayashi, 12-year-old ward to corrupt Mayor Kobayashi. When, by Executive Decree, all the canine pets of Megasaki City are exiled to a vast garbage-dump called Trash Island, Atari sets off alone in a miniature Junior-Turbo Prop and flies across the river in search of his bodyguard-dog, Spots. There, with the assistance of a pack of newly-found mongrel friends, he begins an epic journey that will decide the fate and future of the entire Prefecture. The film features the voices of Bryan Cranston, Koyu Rankin, Edward Norton, Bob Balaban, Bill Murray, Jeff Goldblum, Kunichi Nomura, Akira Takayama, Greta Gerwig, Frances McDormand, F. Murray Abraham, Tilda Swinton, Akira Ito, Yoko Ono, Mari Natsuko, Harvey Keitel, Courtney B. Vance, Ken Watanabe, Scarlett Johnasson, Fisher Stevens, Nijiro Murakami, and Liev Schreiber.
"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.
Written by the ultimate Disney insiders, this "bible" of animation has become a legend in itself. This volume seeks to explain the process that makes Disney's animation unique--what sets the work of the Disney studios apart from other animation products. Here are original sketches of best-loved Disney characters, how memorable movie sequences were made, and anecdotes about working with Walt. Full-color throughout. National ads/media.
Never before available in English, East Asian critiques and discussion of a powerful Japanese export and popular art form Contributions by Kenny K. N. Chow, Sheuo Hui Gan, Hiroshi Ikeda, Sonoko Ishida, Tokumitsu Kifune, Joon Yang Kim, Dong-Yeon Koh, Masashi Koide, Akiko Sano, Akiko Sugawa-Shimada, Nobuyuki Tsugata, Yasushi Watanabe, and Makiko Yamanashi Japanese Animation: East Asian Perspectives makes available for the first time to English readership a selection of viewpoints from media practitioners, designers, educators, and scholars working in the East Asian Pacific. This collection not only engages a multidisciplinary approach in understanding Japanese animation but also shows ways to research, teach, and more fully explore this multidimensional world. Presented in six sections, the translated essays cross-reference each other. The collection adopts a wide range of critical, historical, practical, and experimental approaches. This variety provides a creative and fascinating edge for both specialist and nonspecialist readers. Contributors' works share a common relevance, interest, and involvement despite their regional considerations and the different modes of analysis demonstrated. They form a composite of teaching and research ideas on Japanese animation. Masao Yokota, Tokyo, Japan, is professor of psychology at Nihon University and former chair of the Japan Society for Animation Studies. Tze-yue G. Hu, Oklahoma City, Oklahoma, is an independent scholar and author of Frames of Anime: Culture and Image-Building.
One day in November 1994, Lawrence Levy received a phone call out of the blue from Steve Jobs, whom he’d never met, offering him a job running Pixar, a little-known company that had already lost Jobs $50 million. With Pixar’s prospects looking bleak, it was with some trepidation that Levy accepted the position. After a few weeks he discovered that the situation was even worse than he’d imagined. Pixar’s advertising division just about broke even, its graphics software had few customers, its short films didn’t make any money and, on top of all that, Jobs was pushing to take the company public. Everything was riding on the studio’s first feature film, codenamed Toy Story, and even then it would have to be one of the most successful animated features of all time… Full of wisdom on bringing business and creativity together, and recounting the touching story of Levy’s enduring friendship with Jobs, To Pixar and Beyond is a fascinating insider’s account of one of Hollywood’s greatest success stories.
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.
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.
This book examines the role of memory in animation, as well as the ways in which the medium of animation can function as a technology of remembering and forgetting. By doing so, it establishes a platform for the cross-fertilization between the burgeoning fields of animation studies and memory studies. By analyzing a wide range of different animation types, from stop motion to computer animation, and from cell animated cartoons to painted animation, this book explores the ways in which animation can function as a representational medium. The five parts of the book discuss the interrelation of animation and memory through the lens of materiality, corporeality, animation techniques, the city, and animated documentaries. These discussions raise a number of questions: how do animation films bring forth personal and collective pasts? What is the role of found footage, objects, and sound in the material and affective dimensions of animation? How does animation serve political ends? The essays in this volume offer answers to these questions through a wide variety of case studies and contexts. The book will appeal to both a broad academic and a more general readership with an interest in animation studies, memory studies, cultural studies, comparative visual arts, and media studies. Chapter "Introduction" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. |
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