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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Written by the ultimate Disney insiders, this "bible" of animation has become a legend in itself. This volume seeks to explain the process that makes Disney's animation unique--what sets the work of the Disney studios apart from other animation products. Here are original sketches of best-loved Disney characters, how memorable movie sequences were made, and anecdotes about working with Walt. Full-color throughout. National ads/media.
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.
One day in November 1994, Lawrence Levy received a phone call out of the blue from Steve Jobs, whom he’d never met, offering him a job running Pixar, a little-known company that had already lost Jobs $50 million. With Pixar’s prospects looking bleak, it was with some trepidation that Levy accepted the position. After a few weeks he discovered that the situation was even worse than he’d imagined. Pixar’s advertising division just about broke even, its graphics software had few customers, its short films didn’t make any money and, on top of all that, Jobs was pushing to take the company public. Everything was riding on the studio’s first feature film, codenamed Toy Story, and even then it would have to be one of the most successful animated features of all time… Full of wisdom on bringing business and creativity together, and recounting the touching story of Levy’s enduring friendship with Jobs, To Pixar and Beyond is a fascinating insider’s account of one of Hollywood’s greatest success stories.
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.
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.
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.
The definitive book on animation, from the Academy Award-winning
animator behind "Who Framed Roger Rabbit?"
Tells the very personal story of the man who changed the face of modern cinema Special-effects superstar Ray Harryhausen elevated stop-motion animation to an art during the 1950s to 1980s. With material drawn from his incredible archive, his daughter, Vanessa, selects 100 creatures and objects, in chronological order, that meant the most to her as she watched her father make world-famous films that changed the course of cinema. Ray Harryhausen's work included the Sinbad films of the 50s and 70s, One Million Years B.C. and Mighty Joe Young, as well as a wider portfolio including children's fairy tales and commercials. He inspired a generation of film-makers such as Peter Jackson, Aardman Animation, Tim Burton, George Lucas and Steven Spielberg, and his influence on blockbuster cinema can be felt to this day. Some of the objects featured in the book, such as Talos from Jason and the Argonauts, are world famous, while others are less well known but hold special personal significance to Vanessa. Many newly restored works that have never previously been seen are included. This book is published in collaboration with the Ray and Diana Harryhausen Foundation and it will receive a great deal of international publicity. It celebrates the legacy of a filmmaker who changed the face of modern cinema and it is certain to delight and fascinate those who appreciate film, art, science fiction and fantasy. Shortlisted for Saltire Society Scotland's National Book Awards, First Book Award 2021. Scotland's National Book Awards recognise work across Scotland's literary and publishing community. [The Saltire Society] is delighted to highlight Scotland's outstanding talent, raise the profile of writers and introduce audiences to exceptional new works.
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.
Animated Performance shows how a character can seemingly 'come to life' when their movements reflect the emotional or narrative context of their situation: when they start to 'perform'. The many tips, examples and exercises from a veteran of the animation industry will help readers harness the flexibility of animation to portray a limitless variety of characters and ensure that no two performances are ever alike. More than 300 color illustrations demonstrate how animal and fantasy characters can live and move without losing their non-human qualities and interviews with Disney animators Art Babbitt, Frank Thomas, Ollie Johnston and Ellen Woodbury make this a unique insight into bringing a whole world of characters to life. New to the second edition: A new chapter with introductory exercises to introduce beginner animators to the the world of animated acting; dozens of new assignments and examples focusing on designing and animating fantasy and animal characters.
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.
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.
A Sight & Sound Book of the Year Jez Stewart charts the course of this extraordinarily fertile area of British film from early experiments with stop-motion and the flourishing of animated drawings during WWI. He reveals how the rockier interwar period set the shape of the industry in enduring ways, and how creatives like Len Lye and Lotte Reiniger brought art to advertising and sponsored films, building a foundation for such distinctive talents as Bob Godfrey, Alison De Vere and George Dunning to unleash their independent visions in the age of commercial TV. Stewart highlights the integral role of women in the industry, the crucial boost delivered by the arrival of Channel 4, the emergence of online animation and much more. The book features 'close-up' analyses of key animators such as Lancelot Speed and Richard Williams, as well as more thematic takes on art, politics and music. It builds a framework for better appreciating Britain's landmark contributions to the art of animation, including Halas and Batchelor's Animal Farm (1954), Dunning's Yellow Submarine (1968) and the creations of Aardman Animations.
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.
Meet more than 350 incredible clones, Jedi, droids, bounty hunters and a host of other characters from Star Wars: The Clone Wars. What is the Bad Batch? Who inducted Ahsoka Tano into the Jedi Order? Where does General Grievous keep a secret lair? Why does Captain Rex mutiny against his Jedi General on Umbara? To learn the answers to these questions and more, look no further than Star Wars: The Clone Wars: Character Encyclopedia - Join the Battle! Written by Star Wars expert Jason Fry, this illustrated encyclopedia features more than 350 incredible characters and teams, including Anakin Skywalker, Maul, Bo-Katan Kryze, and Clone Force 99. Perfect for fans of all ages, Star Wars: The Clone Wars: Character Encyclopedia - Join the Battle! will enthrall readers for hours on end. (c) & (TM) 2021 Lucasfilm Ltd.
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 study provides the first book-length critical history of storyboarding, from the birth of cinema to the present day and beyond. It discusses the role of storyboarding in key films including Gone with the Wind , Psycho and The Empire Strikes Back , and is illustrated with a wide range of images. |
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