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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
A marvellous, life-enhancing book for all ages, now a major animated film starring Jim Broadbent, Brenda Blethyn and Luke Treadaway Utterly original, deeply moving and very funny, Ethel & Ernest tells the story of Raymond Briggs' parents' marriage, lady's maid Ethel and milkman Ernest, from their first chance encounter in 1928, through the birth of their son Raymond in 1934, to their deaths, within months of each other, in 1971. Told in Brigg`s unique strip-cartoon format, Ethel and Ernest live through the defining moments of the twentieth century: the darkness of the Great Depression, the build up to World War II, the trials of the war years, the euphoria of VE Day and the emergence of a generation from post war austerity to the cultural enlightenment of the 1960s. Ethel & Ernest is a heartfelt and affectionate tribute to an ordinary couple and an extraordinary generation.
The Art of Onward presents the story behind the making of Pixar's film Onward. This comprehensive volume showcases stunning artwork from the film's creation, along with behind-the-scenes details that brings this epic story to life in a brand new way. * A vibrant companion book to Pixar's feature film Onward * Includes character designs, storyboards, colorscripts, and much more * Filled with exclusive interviews from the creative team behind it all Set in a suburban fantasy world, Onward introduces two teenage elf brothers who embark on an extraordinary quest to discover if there is still a little magic left out there. The Art of Onward is part of the fan-favorite, collectible Art of series-books that explore production art and exclusive making-of details. * A perfect gift for Pixar fans, animation and filmmaking students, film buffs, and more * Add it to the shelf with books like The Art of Zootopia by Jessica Julius, The Art of Pixar: The Complete Color Scripts and Select Art from 25 Years of Animation by Amid Amidi, and The Color of Pixar by Tia Kratter Copyright (c) 2020 Disney Enterprises, Inc. and Pixar. All rights reserved.
Learn from the men who changed animation forever Walt Disney's team of core animators, who he affectionately called his "Nine Old Men," were known for creating Disney's most famous works, as well as refining the 12 basic principles of animation. Follow master animator and Disney legend Andreas Deja as he takes you through the minds and works of these notable animators. An apprentice to the Nine Old Men himself, Deja gives special attention to each animator and provides a thoughtful analysis on their techniques that include figure drawing, acting, story structure, and execution. The in-depth analysis of each animator's work will allow you to refine your approach to character animation. Rare sequential drawings from the Disney archives also give you unprecedented access and insight into the most creative minds that changed the course of animation. Instruction and analysis on the works of each of the Nine Old Men broaden your creative choices and approaches to character animation Original drawings, some never-before-seen by the public are explored in depth, giving you behind-the-scenes access into Disney animation history Gain first-hand insight into the foundation of timeless characters and scenes from some of Disney's most memorable feature and short films
The Art of Moana is the latest title in our exceptional series showcasing artwork from the creation of Walt Disney Animations' latest releases. Three thousand years ago, the greatest sailors in the world ventured across the Pacific, discovering the many islands of Oceania. But then, for a millennium, their voyages stopped-and no one today knows why. From Walt Disney Animation Studios, Moana is a CG-animated adventure about a spirited teenager who sails out on a daring mission to prove herself a master wayfinder and fulfill her ancestors' unfinished quest. During her journey, Moana meets the once-mighty demi-god Maui and together they traverse the open ocean on an action-packed adventure, encountering enormous fiery creatures and impossible odds. The stunning artwork in this behind-the-scenes book includes character designs, storyboards, colourscripts and much more. Copyright (c)2016 Disney Enterprises, Inc. All Rights Reserved
Experience the World of Japanese Pop Culture Through a Whole New Medium-Japanese Food! #1 New Release in Animated Humor & Entertainment With dishes inspired by otaku culture, this cookbook brings Japanese anime and manga to chefs of all levels. Experience Japanese culture like never before. Japan fever has taken the West by storm. Praised for its attention to detail, it's no wonder that some of the most appealing images are colorfully culinary. From beautifully animated bowls of ramen and curry to cakes and confectionery, Japanese food culture never looked so good. If only you could reach out and take a bite...and now you can! For the anime and manga reader. With our increasing hunger for Japanese pop culture, comes an appetite to match. And with dishes from pop culture icons like One Piece and Naruto, manga and anime can finally be enjoyed in the comfort of your very own kitchen. Whether you're enjoying Japanese ramen from Naruto or fried rice from Food Wars, readers and foodies can learn about Japanese cooking basics and some new series to enjoy, featuring recipes like: Mitarashi Dango from Samurai Champloo Onigiri from Fruits Basket Yakiniku from Rurouni Ken shin If you enjoy Asian food, or books like Cook Anime, Japanese Soul Cooking, or The Just Bento Cookbook, then Otaku Food is your next cookbook!
Here is the long overdue first biographical reference and first book of its kind to chronicle the amazing careers of nearly 300 of animation's most honored and recognized animator-directors and animator-producers from around the world. Publication coincides with the 100th anniversary celebration of the very first American animated cartoon, Humorous Phases of Funny Faces, released on April 16, 1906. From Max Fleischer (Betty Boop, Popeye) to Brad Bird (The Simpsons, The Incredibles), Ralph Bakshi (Fritz the Cat) to Hayao Miyazaki (Spirited Away), they are all here. With more than 70 never-before published photos and illustrations, including a full-color section of animation art, culled from private collections and many animators' personal collections, this book is an invaluable guide to the people who have shaped cinematic and television animation for decades to come.
Enhance your knowledge of motion graphic design aesthetics and history with this authoritative look at the evolution of the art form. Motion Graphic Design, Third Edition provides a historical and critical overview of how the language of traditional graphic design is combined with the dynamic visual language of cinema in film, television, and interactive media. It features works from highly acclaimed animators and motion graphics studios from across the globe. This new edition has been updated to include: Thorough analysis of motion graphics designed for websites, informational kiosks, desktop and mobile touchscreen applications, DVD menus, and games Inspiring examples of how motion graphics continue to shape our visual landscape by transforming interior and exterior spaces into more engaging, immersive environments Coverage of conventional frame-by-frame animation techniques including stop-motion, cutout, and freehand by contemporary animators and motion design studios Instruction in how to create continuity or discontinuity and maintain the interest of viewers with frame mobility and rhythmic editing Discussion of pictorial and sequential aspects of motion graphics compositions and how they are choreographed to enhance messages and enrich stories downloadable resources featuring new professional and student work from around the globe, as well as figures from the textbook This is a must-have whether you are a student who is learning the principles of motion graphics or a professional in need of inspiration and new ways to impress your clients. Anyone working in or aspiring to work in the motion media industry will benefit greatly from this valuable resource.
From LAIKA, the Academy Award nominated studio behind Coraline, ParaNorman, and The Boxtrolls, comes a new adventure set in a mythical ancient Japan. In Kubo and the Two Strings, scruffy, kind-hearted Kubo cares devotedly for his mother while eking out a humble living in their sleepy shoreside village. But when a spirit from the past appears, Kubo suddenly finds himself entwined in a violent struggle against gods and monsters. This fully illustrated book offers a behind-the-scenes view of the amazingly detailed artwork and unique stop-motion animation style involved in the film's creation.
Marco Pellitteri examines the growing influence of Japanese pop culture in European contexts in this comprehensive study of manga, anime, and video games. Looking at the period from 1975 to today, Pellitteri discusses Super Mario, Pokemon, kawaii, Sonic, robots and cyborgs, Astro Boy, and Gundam, among other examples of these popular forms. Pellitteri divides this period into two eras ("the dragon" and "the dazzle") to better understand this cultural phenomenon and means by which it achieved worldwide distribution."
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com "A film that will let you see the music and listen to drawings; in a word, a film full of Fantasia!" Bruno Bozzetto's Allegro non Troppo tips its hand right away: it is an unabashed, yet full of admiration, retake on Walt Disney's 1940 "concert feature". The obvious nod to that model fuels many tongue-in-cheek jokes in the film; however, Allegro non Troppo soon departs from mere parody, and becomes a showcase for the multifaceted aesthetics of Italian animation in 1976, as well as a witty social satire and a powerful rethinking of the music-image relationship in cinema. Marco Bellano reconstructs the history of the production of Allegro non Troppo, on the basis of an original research developed with the contribution of Bozzetto himself; it also presents an audiovisual analysis of the work, as to reassess the international relevance of Bozzetto's achievements by giving insight into the director's creative process.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com Walt Disney's Snow White and the Seven Dwarfs (David Hand, 1937) occupies a central place within the history of global animation. Based on the German fairy tale by the Brothers Grimm, the film was the first feature-length animated film produced by the Disney Studio and served to announce the animated cartoon as an industrial art form. Yet Disney's landmark version not only set in motion the Golden Age of the Hollywood cartoon, but has continued to stand as an international sensation, prompting multiple revisions and remakes within a variety of national filmmaking contexts. This book explores the enduring qualities that have marked Snow White's influence and legacy, providing a collection of original chapters that reflect upon its pioneering use of technology and contributions to animation's visual style, the film's reception within an American context, and its status as a global cultural phenomenon.
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.
In Birth of an Industry, Nicholas Sammond describes how popular early American cartoon characters were derived from blackface minstrelsy. He charts the industrialization of animation in the early twentieth century, its representation in the cartoons themselves, and how important blackface minstrels were to that performance, standing in for the frustrations of animation workers. Cherished cartoon characters, such as Mickey Mouse and Felix the Cat, were conceived and developed using blackface minstrelsy's visual and performative conventions: these characters are not like minstrels; they are minstrels. They play out the social, cultural, political, and racial anxieties and desires that link race to the laboring body, just as live minstrel show performers did. Carefully examining how early animation helped to naturalize virulent racial formations, Sammond explores how cartoons used laughter and sentimentality to make those stereotypes seem not only less cruel, but actually pleasurable. Although the visible links between cartoon characters and the minstrel stage faded long ago, Sammond shows how important those links are to thinking about animation then and now, and about how cartoons continue to help to illuminate the central place of race in American cultural and social life.
Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a "genre," but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.
The Bristol-based animation company Aardman is best known for its most famous creations Wallace and Gromit and Shaun the Sheep. But despite the quintessentially British aesthetic and tone of its movies, this very British studio continues to enjoy international box office success with movies such as Shaun the Sheep Movie, Flushed Away and Wallace and Gromit: Curse of the Were-Rabbit. Aardman has always been closely linked with one of its key animators, Nick Park, and its stop motion, Plasticine-modelled family films, but it has more recently begun to experiment with modern digital filmmaking effects that either emulate 'Claymation' methods or form a hybrid animation style. This unique volume brings together leading film and animation scholars with children's media/animation professionals to explore the production practices behind Aardman's creativity, its history from its early shorts to contemporary hits, how its films fit within traditions of British animation, social realism and fantasy cinema, the key personalities who have formed its ethos, its representations of 'British-ness' on screen and the implications of traditional animation methods in a digital era.
The sixth volume in the They Drew as They Pleased series from
award-winning Disney historian Didier Ghez!
The art. The craft. The business. Animation Writing and Development
takes students and animation professionals alike through the
process of creating original characters, developing a television
series, feature, or multimedia project, and writing professional
premises, outlines and scripts. It covers the process of developing
presentation bibles and pitching original projects as well as ideas
for episodes of shows already on the air. Animation Writing and
Development includes chapters on animation history, on child
development (writing for kids), and on storyboarding. It gives
advice on marketing and finding work in the industry. It provides
exercises for students as well as checklists for professionals
polishing their craft. This is a guide to becoming a good writer as
well as a successful one.
A great collectors book for fans of Disney Oscar-nominated Wreck it Ralph movies and a resource for animation and film students. Features exclusive content on the making of Ralph Breaks the Internet: Wreck-It Ralph 2 Through never-before-seen concept art, character sketches, storyboards, colorscripts, and interviews with the production team, The Art of Ralph Breaks the Internet: Wreck-It Ralph 2 reveals the artistic process behind Disney's highly anticipated sequel to the Oscar-nominated 2012 animated Disney film Wreck-It Ralph. In the follow-up to the Oscar-nominated film Wreck-It Ralph, our hero leaves his arcade for the expansive universe of the Internet. Disney's artists have brought the world of the Internet (a world you may think you know) to life in an all-new, imaginative way. Through never-before-seen concept art, character sketches, storyboards, and colorscripts, along with interviews with the production team, The Art of Ralph Breaks the Internet reveals the artistic process behind Disney's highly anticipated sequel. Exclusive, behind-the-scenes content from Disney's artists Written by Jessica Julius, director, creative affairs, at Walt Disney Animation Studios and author of The Art of Zootopia; Phil Johnston, director and screenwriter of Ralph Breaks the Internet, co-writer of Oscar-winning animated film Zootopia and Wreck-It Ralph; and Rich Moore, director of Ralph Breaks the Internet, Zootopia and Wreck-It Ralph. Fans of The Art of Wreck-It Ralph (The Art of Disney) and The Art of Pixar: 25th Anniversary: The Complete Color Scripts and Select Art from 25 Years of Animation will enjoy this book. Ideal gift for fans of Disney/Pixar animated movies, students, animators and artists, and collectors Makes an interesting coffee table book (c)2018 Disney Enterprises, Inc. All Rights Reserved.
Animation is one of the fastest-growing fields in film and television, and it is also integral to video games and web development. Once an esoteric and hard-won skill, technology has advanced to the point that simple animated projects can now be produced on a home PC. Its many enthusiasts have fuelled a range of new courses in universities, and in public and private colleges. Drawing on their extensive experience in the field, the authors offer a systematic overview of the role of the animation producer and the production process. They explain how to develop a concept, pitch it to obtain funding, and find a market. They offer detailed advice on recruiting a team, managing different stages of production (including overseas suppliers), quality control, budgeting and scheduling. They also outline the key aspects of 2D and 3D production.From project development, seeking investment to pre- and post-production, for film, television, and the web, The Animation Producer's Handbook is the 'one-stop shop' for budding animators everywhere.
Over the past 25 years, Pixar s team of artists, writers, and directors have shaped the world of contemporary animation with their feature films and shorts. From classics such as Toy Story and A Bug s Life to recent masterpieces such as Up, Toy Story 3, and Cars 2, this comprehensive collection offers a behind-the-scenes tour of every Pixar film to date. Featuring a foreword by Chief Creative Officer John Lasseter, the complete color scripts for every film published in full for the first time as well as stunning visual development art, The Art of Pixar is a treasure trove of rare artwork and an essential addition to the library of animation fans and Pixar enthusiasts.
Relive childhood excitement and celebrate more than 30 years of He-Man, She-Ra, Skeletor and all the Masters of the Universe! By the Power of Grayskull! The war for Eternia begins again in 2021! Officially licensed by Mattel, this stunning guide is a visual celebration of Masters of the Universe's enduring legacy, including artworks, sketches, posters and merchandise from the official archives. With the continuation of He-Man's epic story, and a new CGI animated series both scheduled to release on Netflix in 2021, it's the perfect time to familiarise yourself with all the heroes, villains, amazing battles and incredible locations from your childhood. Explore the full history of the toys, minicomics, TV series and movies. Meet characters including Skeletor, Man-At-Arms, Teela, Battle Cat, Beast Man and She-Ra and track how they change through the decades, from 1982 to today. Go behind-the-scenes to discover what it took to create a franchise with phenomenal worldwide impact. There's also a sneak peak at the reboots, to find out how He-Man, one of the biggest icons of the 80s, is being restored to his former glory. (c) 2021 Mattel
"Anime and Philosophy" focuses on some of the most-loved, most-intriguing anime films and series, as well as lesser-known works, to find what lies at their core. "Astro Boy, Dragon Ball Z, Ghost in the Shell, " and "Spirited Away" are just a few of the films analyzed in this book. In these stories about monsters, robots, children, and spirits who grapple with the important questions in life we find insight crucial to our times: lessons on morality, justice, and heroism, as well as meditations on identity, the soul, and the meaning -- or meaninglessness -- of life. Anime has become a worldwide phenomenon, reaching across genres, mediums, and cultures. For those wondering why so many people love anime or for die-hard fans who want to know more, "Anime and Philosophy" provides a deeper appreciation of the art and storytelling of this distinctive Japanese 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 of digital circuitry and the 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. |
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