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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
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.
Barely a century has passed since anime (Japanese animation) was first screened to a Western audience. Over time the number of anime genres and generic hybrids have significantly grown. These have been influenced and inspired by various historical and cultural phenomena, one of which -Japanese native religion and spirituality - this book argues is an important and dominant. There have always been anime lovers in the West, but today that number is growing exponentially. This is intriguing as many Japanese anime directors and studios initially created works that were not aimed at a Western audience at all. The mutual imbrication of the profane and sacred worlds in anime, along with the profound reciprocal relationship between 'Eastern' (Japanese) and 'Western' (chiefly American) culture in the development of the anime artistic form, form the twin narrative arcs of the book. One of the most significant contributions of this book is the analysis of the employment of spiritual and religious motifs by directors. The reception of this content by fans is also examined.The appeal of anime to aficionados is, broadly speaking, the appeal of the spiritual in a post-religious world, in which personal identity and meaning in life may be crafted from popular cultural texts which offer an immersive and enchanting experience that, for many in the modern world, is more thrilling and authentic than 'real life'. In the past, religions posited that after human existence on earth had ceased, the individual soul would be reincarnated again, or perhaps reside in heaven. In the early twenty-first century, spiritual seekers still desire a life beyond that of everyday reality, and just as passionately believe in the existence of other worlds and the afterlife. However, the other worlds are the fantasy landscapes and outer space settings of anime (and other popular cultural forms), and the afterlife the digital circuitry and electronic impulses of the Internet. These important new understandings of religion and the spiritual underpin anime's status as a major site of new religious and spiritual inspiration in the West, and indeed, the world.
"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.
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.
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.
"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown." "Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
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.
Eleven-year-old Satsuki and her sassy little sister Mei are overjoyed about moving into a historic country house with their dad - but the girls don't realise what a delightful adventure awaits them there. While exploring their sprawling home and the beautiful rural area that surrounds it, Satsuki & Mei meet Granny, a sweet old woman, and her timid grandson Kanta. They also experience first hand the magic of the Soot Sprites, mysterious creatures that live in the walls, and discover a huge camphor tree that just might be enchanted...
Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists.
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.
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.
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 internationally acclaimed films Persepolis and Waltz with Bashir only hinted at the vibrant animation culture that exists within the Middle East and North Africa. In spite of censorship, oppression and war, animation studios have thrived in recent years - in Egypt, Iran, Iraq, Lebanon, Morocco, Palestine, Syria and Turkey - giving rise to a whole new generation of entrepreneurs and artists. The success of animation in the Middle East is in part a product of a changing cultural climate, which is increasingly calling for art that reflects politics. Equally, the professionalization and popularization of film festivals and the emergence of animation studios and private initiatives are the results of a growing consumer culture, in which family-friendly entertainment is big business. Animation in the Middle East uncovers the history and politics that have defined the practice and study of animation in the Middle East, and explores the innovative visions of contemporary animators in the region.
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.
In 2010, My Little Pony: Friendship is Magic premiered on television. A large, avid fandom soon emerged-not the pre-teen female demographic earlier versions of the franchise had been created for, but a roughly 80 percent male audience, most of them age 14-24. With this came questions about the nature of the audience who would come to call themselves "bronies." Brony Studies was born. Approaching the fandom from a perspective of clinical, social and experimental psychology, this study presents eight years of research, written for academics and fans alike. An understanding of the brony fan culture has broader application for other fan communities as well.
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 book provides the most comprehensive history and analysis of Australian animation published to date. Spanning from the 1910s to the present day, it explores a wide-range both of independent animation, and of large-scale commercial productions. Presented within a uniquely international context, it details the frequent links between Australian animation and overseas productions. New perspectives and original information are offered on a variety of international subjects such as: Felix the Cat, the Australian Hanna-Barbera studios, and the Australian Walt Disney studios. Drawing on both extensive archival research and original interviews this book illuminates, for the first time, the breadth and richness of Australia's animation history.
On November 18, 1928, the world's most famous Mouse made his very first public debut. Today, we celebrate 90+ years of Mickey in one of the most expansive illustrated publications on the Disney universe. Starting with the first sketches of a character who was almost named Mortimer, we trace the career of Walt Disney's and Ub Iwerks's most famous creation, one met with an explosion of worldwide popularity preceded only by the earlier successes of Charlie Chaplin. With unlimited access to Disney's vast historical collections as well as public and private collections, the authors bring Mickey's success story to life: concept art, story sketches, background paintings, and animation drawings as well as historical photographs trace the origins and evolution of such timeless favorites as Steamboat Willie, The Band Concert, and Brave Little Tailor. They also follow Mickey as he builds on this legendary library of short cartoons by appearing in two historic feature-length films, Fantasia and Fun and Fancy Free. Extensive archival research sheds new light on little-known chapters of Mickey's career, the origins of the Mickey Mouse Club, and his use as a patriotic icon during World War II. Along the way, we encounter the work of all major Mickey artists in both film and comics, including such greats as Ub Iwerks, Win Smith, Ferdinand Horvath, Fred Moore, Floyd Gottfredson, Carl Barks, Manuel Gonzales, Paul Murry, Romano Scarpa, Giorgio Cavazzano, Byron Erickson, and Cesar Ferioli. Mickey Mouse has left an indelible mark on everyday culture as well as high art, becoming a favored subject for Pop artists such as Andy Warhol, Keith Haring, and Roy Lichtenstein. As Walt Disney once said: "I only hope that we never lose sight of one thing-that it was all started by a mouse." And an end to the success story is nowhere in sight. Today, 90+ years after his creation, Mickey remains as lovable and popular as ever. Let's pay tribute to the little fellow, his legend, and his legacy with a monument to the one and only Mickey Mouse. 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.
The Art of Hotel Transylvania 2 showcases the incredible artwork featured in the upcoming animated fantasy comedy film produced by Sony Pictures Animation, Hotel Transylvania 2, directed by Genndy Tartakovsky and written by Robert Smigel. The story follows the old-old-old-fashioned vampire Vlad, who arrives at the hotel for an impromptu family get-together, leading to a collision of supernatural old-school and modern day cool.
Identity in Animation: A Journey into Self, Difference, Culture and the Body uncovers the meaning behind some of the most influential characters in the history of animation and questions their unique sense of who they are and how they are formed. Jane Batkin explores how identity politics shape the inner psychology of the character and their exterior motivation, often buoyed along by their questioning of 'place' and 'belonging' and driven by issues of self, difference, gender and the body. Through this, Identity in Animation illustrates and questions the construction of stereotypes as well as unconventional representations within American, European and Eastern animation. It does so with examples such as the strong gender tropes of Japan's Hayao Miyazaki, the strange relationships created by Australian director Adam Elliot and Nick Park's depiction of Britishness. In addition, this book discusses Betty Boop's sexuality and ultimate repression, Warner Bros' anarchic, self-aware characters and Disney's fascinating representation of self and society. Identity in Animation is an ideal book for students and researchers of animation studies, as well as any media and film studies students taking modules on animation as part of their course.
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.
Enjoy the remarkable tale of Blue Sky's success, from its origins as a live-action vfx company to its reinvention as a driving force in computer-generated animation. With exclusive access to Blue Sky's archives and the exceptional artists who have made characters like Scrat, Manny, and Sid the Sloth household names, this is an in-depth look at one of animation's greatest success stories.
The Disney Musical: Critical Approaches on Stage and Screen is the first critical treatment of the corporation's hugely successful musicals both on screen and on the stage. Its 13 articles open up a new territory in the critical discussion of the Disney mega-musical, its gender, sexual and racial politics, outreach work and impact of stage, film and television adaptations. Covering early 20th century works such as the first full-length feature film Snow White and the Seven Dwarfs (1937), to The Lion King - Broadway's highest grossing production in history, and Frozen (2013), this edited collection offers a diverse range of theoretical engagements that will appeal to readers of film and media studies, musical theatre, cultural studies, and theatre and performance. The volume is divided into three sections to provide a contextual analysis of Disney's most famous musicals: * DISNEY MUSICALS: ON FILM * DISNEY ADAPTATIONS: ON STAGE AND BEYOND * DISNEY MUSICALS: GENDER AND RACE The first section employs film theory, semiotics and film music analysis to explore the animated works and their links to the musical theatre genre. The second section addresses various stage versions and considers Disney's outreach activities, cultural value and productions outside the Broadway theatrical arena. The final section focuses on issues of gender and race portraying representations of race, hetero-normativity, masculinity and femininity in Newsies, Frozen, High School Musical, Aladdin and The Jungle Book. The various chapters address these three aspects of the Disney Musical and offer new critical readings of a vast range of important works from the Disney musical cannon including Enchanted, Mary Poppins, Hunchback of Notre Dame, The Lion King and versions of musicals for television in the early 1990s and 2000s. The critical readings are detailed, open-minded and come to surprising conclusions about the nature of the Disney Musical and its impact. |
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