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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
This highly entertaining business memoir describes what it was like to work for Japan's premiere animation studio, Studio Ghibli, and its reigning genius Hayao Miyazaki. Steve Alpert, a Japanese-speaking American, was the "resident foreigner" in the offices of Ghibli and its parent Tokuma Shoten and played a central role when Miyazaki's films were starting to take off in international markets. Alpert describes hauling heavy film canisters of Princess Mononoke to Russia and California, experiencing a screaming Harvey Weinstein, dealing with Disney marketers, and then triumphantly attending glittering galas celebrating the Oscar-winning Spirited Away. His one-of-a-kind portraits of Miyazaki and long-time producer Toshio Suzuki, and of sly, gruff, and brilliant businessman Yasuyoshi Tokuma, capture the hard work and artistry that have made Ghibli films synonymous with cinematic excellence. And as the lone gaijin in a demanding company run by some of the most famous and influential people in modern Japan, Steve Alpert tackles his own challenges of language and culture. No one else could have written this book.
Race does not exist in animation-it must instead be constructed and ascribed. Yet, over the past few years, there has been growing discourse on the intersection of these two subjects within both academic and popular circles. In Race and the Animated Bodyscape: Constructing and Ascribing a Racialized Asian Identity in "Avatar" and "Korra," author Francis M. Agnoli introduces and illustrates the concept of the animated bodyscape, looking specifically at the US television series Avatar: The Last Airbender and its sequel, The Legend of Korra. Rather than consider animated figures as unified wholes, Agnoli views them as complexes of signs, made up of visual, aural, and narrative components that complement, contradict, and otherwise interact with each other in the creation of meaning. Every one of these components matters, as they are each the result of a series of creative decisions made by various personnel across different production processes. This volume (re)constructs production narratives for Avatar and Korra using original and preexisting interviews with cast and crew members as well as behind-the-scenes material. Each chapter addresses how different types of components were generated, tracing their development from preliminary research to final animation. In doing so, this project identifies the interlocking sets of production communities behind the making of animation and thus behind the making of racialized identities. Due to its illusory and constructed nature, animation affords untapped opportunities to approach the topic of race in media, looking beyond the role of the actor and taking into account the various factors and processes behind the production of racialized performances. The analysis of race and animation calls for a holistic approach, one that treats both the visual and the aural as intimately connected. This volume offers a blueprint for how to approach the analysis of race and animation.
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.
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.
A formal approach to anime rethinks globalization and transnationality under neoliberalism Anime has become synonymous with Japanese culture, but its global reach raises a perplexing question-what happens when anime is produced outside of Japan? Who actually makes anime, and how can this help us rethink notions of cultural production? In Anime's Identity, Stevie Suan examines how anime's recognizable media-form-no matter where it is produced-reflects the problematics of globalization. The result is an incisive look at not only anime but also the tensions of transnationality. Far from valorizing the individualistic "originality" so often touted in national creative industries, anime reveals an alternate type of creativity based in repetition and variation. In exploring this alternative creativity and its accompanying aesthetics, Suan examines anime from fresh angles, including considerations of how anime operates like a brand of media, the intricacies of anime production occurring across national borders, inquiries into the selfhood involved in anime's character acting, and analyses of various anime works that present differing modes of transnationality. Anime's Identity deftly merges theories from media studies and performance studies, introducing innovative formal concepts that connect anime to questions of dislocation on a global scale, creating a transformative new lens for analyzing popular media.
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.
The Art of The Penguins of Madagascar takes a deep dive into the making of the animated film, featuring everything from concept art, character backstories, and design inspirations, to interviews with key animation talent. Offering an exclusive behind-the-scenes peek at the creation of the remarkable film, this must-have book tells the story behind The Penguins of Madagascar.
This book discusses developments and continuities in experimental animation that, since Robert Russet and Cecile Starr's Experimental Animation: Origins of a New Art (1976), has proliferated in the context of expanded cinema, performance and live 'making' and is today exhibited in galleries, public sites and online. With reference to historical, critical, phenomenological and inter-disciplinary approaches, international researchers offer new and diverse methodologies for thinking through these myriad animation practices. This volume addresses fundamental questions of form, such as drawing and the line, but also broadens out to encompass topics such as the inter-medial, post-humanism, the real, fakeness and fabrication, causation, new forms of synthetic space, ecology, critical re-workings of cartoons, and process as narrative. This book will appeal to cross and inter-disciplinary researchers, animation practitioners, scholars, teachers and students from Fine Art, Film and Media Studies, Philosophy and Aesthetics.
In Disney's upcoming animated musical film, Frozen, the Snow Queen holds a kingdom under a spell that traps them in a harsh and grueling eternal winter. Anna, the Snow Queen's sister and Anna's friend Kristoff undertake an adventure of Everest proportions, facing magic and mystical creatures, to capture the Snow Queen and save the kingdom from destruction. The Art of Frozen features concept art from the making of the film, including character studies and sculpts, colour scripts, storyboards and more, alongside interviews and with the film's artists about the making of this adventurous animated film.
* 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.
DreamWorks is one of the biggest names in modern computer-animation: a studio whose commercial success and impact on the medium rivals that of Pixar, and yet has received far less critical attention.The book will historicise DreamWorks' contribution to feature animation, while presenting a critical history of the form in the new millennium. It will look beyond the films' visual aesthetics to assess DreamWorks' influence on the narrative and tonal qualities which have come to define contemporary animated features, including their use of comedy, genre, music, stars, and intertextuality. It makes original interventions in the fields of film and animation studies by discussing each of these techniques in a uniquely animated context, with case studies from Shrek, Antz, Kung Fu Panda, Madagascar, Shark Tale, Bee Movie, Trolls and many others. It also looks at the unusual online afterlife of these films, and the ways in which they have been reappropriated and remixed by subversive online communities.
Completely revised, expanded & updated, The Dead Walk is a highly informative and entertaining study of the diverse zombie film phenomenon. Included are a visual feast of wide-ranging and often shocking films - from the monochrome epics of the 1930's & 1940's, the science-fiction orientated zombie films of the 1950's, the graphic splatter films & so-called "video nasties" of the 1980's before coming bang up to date to reflect the re-emergence of the zombie genre again, only now racing rather than shuffling towards box office domination anew. The Dead Walk provides a fascinating insight into films from across the globe as well as devoting proper attention to individual filmmakers such as George A. Romero & Lucio Fulci who have made the zombie genre their own. As well as detailing the historical origins of zombie lore rooted within Haitian voodoo rites, films as diverse as Sam Raimi's The Evil Dead series to Stanley Kubrick's A Clockwork Orange are featured, together with a separate chap
Have you ever wanted to try your hand at cartoony computer animation? Then look no further... Cartoon Character Animation with Maya will help you create just that, guiding you through every step of the process including how to incorporate multiple limbs, smears, motion lines and staggers seamlessly into your animation. From planning to posing to polish, you'll learn how to make the most of breakdowns, take the terror out of tangent types and overcome the oft-feared graph editor. Each chapter includes insight and advice from world-leading character animators, and the companion website, www.bloomsbury.com/Osborn-Cartoon-Animation, includes a short animation featuring the star of the book, Mr. Buttons. There's also a specially created rig of Mr. Buttons for you to animate with, as well as walk-through videos demonstrating key techniques. Everything you need to help you animate your own cartoony creations! Includes interviews with: Ken Duncan, Beauty and the Beast, Aladdin, 9; Jason Figliozzi, Wreck it Ralph, Frozen, Big Hero 6; T. Dan Hofstedt, Pocahontas, Mulan, Planes; Ricardo Jost, The Nut Job, The Snow Queen 2; Pepe Sanchez, Pocoyo, Jelly Jamm; Matt Williames, Looney Tunes: Back in Action, The Princess and the Frog
20 years ago, animated features were widely perceived as cartoons for children. Today they encompass an astonishing range of films, styles and techniques. There is the powerful adult drama of Waltz with Bashir; the Gallic sophistication of Belleville Rendez-Vous; the eye-popping violence of Japan's Akira; and the stop-motion whimsy of Wallace & Gromit in The Curse of the Were-Rabbit. Andrew Osmond provides an entertaining and illuminating guide to the endlessly diverse world of animated features, with entries on 100 of the most interesting and important animated films from around the world, from the 1920s to the present day. Blending in-depth history and criticism, 100 Animated Feature Films balances the blockbusters with local success stories from Eastern Europe to Hong Kong. This revised and updated new edition addresses films that have been released since publication of the first edition, such as the mainstream hits Frozen, The Lego Movie and Spider-Man: Into the Spider-Verse, as well as updated entries on franchises such as the Toy Story movies. It also covers bittersweet indie visions such as Michael Dudok de Wit's The Red Turtle, Charlie Kaufman's Anomalisa, Isao Takahata's Tale of the Princess Kaguya, the family saga The Wolf Children and the popular blockbuster Your Name. Osmond's wide-ranging selection also takes in the Irish fantasy Song of the Sea, France's I Lost My Body and Brazil's Boy and the World. Osmond's authoritative and entertaining entries combine with a contextualising introduction and key filmographic information to provide an essential guide to animated film.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Hayao Miyazaki's career in animation has made him famous as not only the greatest director of animated features in Japan, the man behind classics as My Neighbour Totoro (1988) and Spirited Away (2001), but also as one of the most influential animators in the world, providing inspiration for animators in Disney, Pixar, Aardman, and many other leading studios. However, the animated features directed by Miyazaki represent only a portion of his 50-year career. Hayao Miyazaki examines his earliest projects in detail, alongside the works of both Japanese and non-Japanese animators and comics artists that Miyazaki encountered throughout his early career, demonstrating how they all contributed to the familiar elements that made Miyazaki's own films respected and admired among both the Japanese and the global audience.
This new addition to the AFI Film Readers series brings together original scholarship on animation in contemporary moving image culture, from classic experimental and independent shorts to digital animation and installation. The collection - that is also a philosophy of animation - foregrounds new critical perspectives on animation, connects them to historical and contemporary philosophical and theoretical contexts and production practice, and expands the existing canon. Throughout, contributors offer an interdisciplinary roadmap of new directions in film and animation studies, discussing animation in relationship to aesthetics, ideology, philosophy, historiography, visualization, genealogies, spectatorship, representation, technologies, and material culture.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Toy Story (John Lasseter, 1995), Pixar's first feature-length production and Hollywood's first completely computer-generated animated film, is an international cultural phenomenon. This collection brings together a diverse range of scholars and practitioners who together explore the themes, compositional techniques, cultural significance and industry legacy of this landmark in contemporary cinema. Topics range from industrial concerns, such as the film's groundbreaking use of computer generated imagery and the establishment of Pixar as a major player in the animation world, to examinations of its music, aesthetics, and the role of toys in both the film and its fandom. The Toy Story franchise as a whole is also considered, with chapters looking at its cross-generational appeal and the experience of growing up alongside the series. As the first substantial work on this landmark film, this book will serve as an authoritative introduction for scholars, students and fans alike.
Animation covers everything from Tex Avery's split-second slapstick and The Simpsons' knowing digs at pop culture, to Hayao Miyasaki's strong-willed heroines and Yuri Norstein's delicately rendered folktales. Often dismissed by the uninitiated as 'kid's stuff', any detailed look at animation reveals a technically complex, sophisticated and endlessly inventive medium. Intended both as a guide and an introduction to this fascinating field, the Pocket Essential Animation examines and celebrates this genre in its many forms. It explores the careers, techniques and key films of many of the major animators. It begins with pioneers such as Winsor McCay, the Fleischer brothers and Walt Disney when the 'House of Mouse' was only a twinkle in his eye. Then brings you right up to date with Nick Park's claymation and the slick CGI comedies of John Lasseter's Pixar studio. In between, it takes in the innovations of Norman McLaren, the sexual obsessions of Bob Godfrey and the agit-prop surrealism of Jan Svankmajer. Kid's stuff, indeed.
Kyoto Animation is a studio that, having risen from very humble beginnings, has gained recognition the world over as a uniquely inspired and inventive enterprise. This book examines Kyoto Animation's philosophy and creative vision with close reference to its anime. It focuses on the studio's choice of genres, themes and imagery while exploring its maintenance of high production values. The analysis highlights the studio's commitment to the pursuit of both artistic excellence and technical experimentation--and its reliance on the imagination and expertise of in-house staff.
This collection charts the terrain of contemporary Japanese
animation, one of the most explosive forms of visual culture to
emerge at the crossroads of transnational cultural production in
the last twenty-five years. The essays offer bold and insightful
engagement with anime's concerns with gender identity, anxieties
about body mutation and technological monstrosity, and apocalyptic
fantasies. The contributors dismantle the distinction between
"high" and "low" culture and offer compelling arguments for the
value and importance of the study of anime and popular culture as a
key link in the translation from the local to the global.
Wes Anderson startled audiences with his stop-motion animated film of Roald Dahl's Fantastic Mr Fox. He now displays his unique wit and playful visual sense in an action-filled saga of Samurai dogs.
This collection charts the terrain of contemporary Japanese animation, one of the most explosive forms of visual culture to emerge at the crossroads of transnational cultural production in the last twenty-five years. The essays offer bold and insightful engagement with anime's concerns with gender identity, anxieties about body mutation and technological monstrosity, and apocalyptic fantasies of the end of history. The contributors dismantle the distinction between 'high' and 'low' culture and offer compelling arguments for the value and importance of the study of anime and popular culture as a key link in the translation from the local to the global.
This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalize on the parent games' attributes, yielding thought-provoking yarns and complex personalities. |
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