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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Art in Motion, Revised Edition is the first comprehensive examination of the aesthetics of animation in its many forms. It gives an overview of the relationship between animation studies and media studies, then focuses on specific aesthetic issues concerning flat and dimensional animation, full and limited animation, and new technologies. A series of studies on abstract animation, audiences, representation, and institutional regulators is also included. -- John Libbey Publishing
This book charts the complex history of the relationship between the Disney fairy tale and the American Dream, demonstrating the ways in which the Disney fairy tale has been reconstructed and renegotiated alongside, and in response to important changes within American society. In all of its fairy tales of the twentieth and twenty-first centuries, the Walt Disney studios works to sell its audiences the national myth of the United States at any one historical moment. With analyses of films and television programmes such as The Little Mermaid (1989), Frozen (2013), Beauty and the Beast (2017) and Once Upon a Time (2011-2018), Mollet argues that by giving its fairy tale protagonists characteristics associated with 'good' Americans, and even by situating their fairy tales within America itself, Disney constructs a vision of America as a utopian space.
For over 30 years, Stan Winston and his team of artists and
technicians have been creating characters, creatures and monsters
for the silver screen, from "The Terminator" and the
extraterrestrial monstrosities of "Aliens" and "Predator "to the
amazing dinosaurs of "Jurassic Park "and the fanciful character of
"Edward Scissorhands."
This book examines the popular and critically acclaimed films of Pixar Animation Studios in their cultural and historical context. Whether interventionist sheriff dolls liberating oppressed toys (Toy Story) or exceptionally talented rodents hoping to fulfill their dreams (Ratatouille), these cinematic texts draw on popular myths and symbols of American culture. As Pixar films refashion traditional American figures, motifs and narratives for contemporary audiences, this book looks at their politics - from the frontier myth in light of traditional gender roles (WALL-E) to the notion of voluntary associations and neoliberalism (The Incredibles). Through close readings, this volume considers the aesthetics of digital animation, including voice-acting and the simulation of camera work, as further mediations of the traditional themes and motifs of American culture in novel form. Dietmar Meinel explores the ways in which Pixar films come to reanimate and remediate prominent myths and symbols of American culture in all their cinematic, ideological and narrative complexity.
Make your animation say what you want it to say. Animation's potential as a powerful tool for communication is just beginning to be understood. This book reveals key principles, useful for both professionals and beginners, which will help you harness the full power of this exciting and ever expanding medium.
Throughout Disney's phenomenally successful run in the entertainment industry, the company has negotiated the use of cutting-edge film and media technologies that, J. P. Telotte argues, have proven fundamental to the company's identity. Disney's technological developments include the use of stereophonic surround sound for "Fantasia," experimentation with wide-screen technology, inaugural adoption of three-strip Technicolor film, and early efforts at fostering depth in the animated image. Telotte also chronicles Disney's partnership with television, development of the theme park, and depiction of technology in science fiction narratives. An in-depth discussion of Disney's shift into digital filmmaking with its Pixar partnership and an emphasis on digital special effects in live-action films, such as the "Pirates of the Caribbean" series, also highlight the studio's historical investment in technology. By exploring the technological context for Disney creations throughout its history, "The Mouse Machine" illuminates Disney's extraordinary growth into one of the largest and most influential media and entertainment companies in the world. Hardback is unjacketed.
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.
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.
This kit includes: Die-cut illustrated magnets featuring Jack Skellington, Sally, Oogie Boogie, Zero, Doctor Finklestein, Lock, Shock, and Barrel, the Mayor of Halloween Town, and Santa Claus along with other items and accessories from the beloved film A two-sided illustrated backdrop to build your favorite scenes: Halloween Town on one side and Christmas Town on the other 16-page illustrated sticker book
This book will explore the creative, educational, technical and critical issues at stake in 're-imagining animation'. The moving image pieces will be presented as a range of case studies looking at the production process from the initial choice and selection of the creative stimulus, through the discussion and decision informing the aesthetic and technical facilitation of the work, to the final outcome. These will then be analysed in meaning, purpose, and affect, and as part of a wider engagement with moving image culture. These case studies will represent a detailed evaluation of experimental work as it moves from 'script to screen', simultaneously addressing the interfaces between animation, film, graphic design and art-making in general, and it is this which essentially constitutes the 'advanced' level of the book in not merely foregrounding progressive contemporary work, but stressing innovative approaches to pedagogy and production. This book is suitable for students of animation, established professional animators, and anyone with an interest in animation.
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 definitive book on animation, from the Academy Award-winning
animator behind "Who Framed Roger Rabbit?"
This book is the first history of British animated cartoons, from the earliest period of cinema in the 1890s up to the late 1920s. In this period cartoonists and performers from earlier traditions of print and stage entertainment came to film to expand their artistic practice, bringing with them a range of techniques and ideas that shaped the development of British animation. These were commercial rather than avant-garde artists, but they nevertheless saw the new medium of cinema as offering the potential to engage with modern concerns of the early 20th century, be it the political and human turmoil of the First World War or new freedoms of the 1920s. Cook's examination and reassessment of these films and their histories reveals their close attention and play with the way audiences saw the world. As such, this book offers new insight into the changing understanding of vision at that time as Britain's place in the world was reshaped in the early 20th century.
This book puts forward a more considered perspective on 3D, which is often seen as a distracting gimmick at odds with artful cinematic storytelling. Owen Weetch looks at how stereography brings added significance and expressivity to individual films that all showcase remarkable uses of the format. Avatar, Gravity, The Hole, The Great Gatsby and Frozen all demonstrate that stereography is a rich and sophisticated process that has the potential to bring extra meaning to a film's narrative and themes. Through close reading of these five very different examples, Expressive Spaces in Digital 3D Cinema shows how being sensitive to stereographic manipulation can nuance and enrich the critical appreciation of stereoscopic films. It demonstrates that the expressive placement of characters and objects within 3D film worlds can construct meaning in ways that are unavailable to 'flat' cinema.
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 can be used to illustrate, simplify and explain complicated subjects, as well as to transform stories into engaging, fantastical narratives. There are many types of animation, all of which can incorporate different artistic techniques such as sculpture, drawing, painting, printing and textiles. In this practical guide, animation tutor Steve Roberts explores the twelve basic principles of animation, demonstrating the different techniques available and offering helpful exercises for readers to practise in their chosen style. From pencils to pixels, flip books to feature films, and plasticine to puppets, this helpful book covers everything you need to know about how to start animating and will be of great interest for anyone looking to learn how to make their own animated films.
This book, written from the perspective of a designer and educator, brings to the attention of media historians, fellow practitioners and students the innovative practices of leading moving image designers. Moving image design, whether viewed as television and movie title sequences, movie visual effects, animating infographics, branding and advertising, or as an art form, is being increasingly recognised as an important dynamic part of contemporary culture. For many practitioners this has been long overdue. Central to these designers' practice is the hybridisation of digital and heritage methods. Macdonald uses interviews with world-leading motion graphic designers, moving image artists and Oscar nominated visual effects supervisors to examine the hybrid moving image, which re-invigorates both heritage practices and the handmade and analogue crafts. Now is the time to ensure that heritage skills do not atrophy, but that their qualities and provenance are understood as potent components with digital practices in new hybrids.
This book examines the popular and critically acclaimed films of Pixar Animation Studios in their cultural and historical context. Whether interventionist sheriff dolls liberating oppressed toys (Toy Story) or exceptionally talented rodents hoping to fulfill their dreams (Ratatouille), these cinematic texts draw on popular myths and symbols of American culture. As Pixar films refashion traditional American figures, motifs and narratives for contemporary audiences, this book looks at their politics - from the frontier myth in light of traditional gender roles (WALL-E) to the notion of voluntary associations and neoliberalism (The Incredibles). Through close readings, this volume considers the aesthetics of digital animation, including voice-acting and the simulation of camera work, as further mediations of the traditional themes and motifs of American culture in novel form. Dietmar Meinel explores the ways in which Pixar films come to reanimate and remediate prominent myths and symbols of American culture in all their cinematic, ideological and narrative complexity.
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 book analyzes Walt Disney's impact on entertainment, new media, and consumer culture in terms of a materialist, psychoanalytic approach to fantasy. The study opens with a taxonomy of narrative fantasy along with a discussion of fantasy as a key concept within psychoanalytic discourse. Zornado reads Disney's full-length animated features of the "golden era" as symbolic responses to cultural and personal catastrophe, and presents Disneyland as a monument to Disney fantasy and one man's singular, perverse desire. What follows after is a discussion of the "second golden age" of Disney and the rise of Pixar Animation as neoliberal nostalgia in crisis. The study ends with a reading of George Lucas as latter-day Disney and Star Wars as Disney fantasy. This study should appeal to film and media studies college undergraduates, graduates students and scholars interested in Disney.
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.
Stuck in traffic, trying a new recipe or still figuring out the ultimate workout regime? Sometimes we all need a little guidance, and this new series pitches our favourite super-heroes against real-life (and often tricky) situations we will all recognise, from bumping into an ex to asking for a raise - with often hilarious results. With official Marvel comic-book artwork throughout, and a dynamic design, this is the perfect gift book for Hulk fans who want to see the world through the eyes of their hero. |
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