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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Are you an animator looking to get your foot in the door of the top studios? Break it down with Reel Success. It's tough to get a job in the animation industry if you don't have a demo reel and portfolio that reflects your unique style and incredible talents. The reception of that reel will make or break you; so it's no wonder that creating a demo reel can be such a daunting task. Reel Success by Cheryl Cabrera can help. This book guides you through putting the right content into your portfolio, how to cater to the right audience, and how to harness the power of social media and network effectively. Accompanied by case studies of actual students' demo reels, this book teaches how to develop a critical eye toward effective and ineffective demo reels. Reel Success offers you real successful: Best practices for animators looking to get their foot in the door or remain active in a competitive market. Examples of demo reels, featuring techniques beyond just animation for Concept, Story, Layout, Modeling, and Effects Lighting Actual student experiences, professional animator's techniques, and recruiter insights to help you get the inside track in the animation industry.
By the turn of the 21st century, animation production has grown to thousands of hours a year in the People's Republic of China (PRC). Despite this, and unlike American blockbuster productions and the diverse genres of Japanese anime, much animation from the PRC remains relatively unknown. This book is an historical and theoretical study of animation in the PRC. Although the Wan Brothers produced the first feature length animated film in 1941, the industry as we know it today truly began in the 1950s at the Shanghai Animation Film Studio (SAFS), which remained the sole animation studio until the 1980s. Considering animation in China as a convergence of the institutions of education, fine arts, literature, popular culture, and film, the book takes comparative approaches that link SAFS animation to contemporary cultural production including American and Japanese animation, Pop Art, and mass media theory. Through readings of classic films such as Princess Iron Fan, Uproar in Heaven, Princess Peacock, and Nezha Conquers the Dragon King, this study represents a revisionist history of animation in the PRC as a form of "postmodernism with Chinese characteristics." As a theoretical exploration of animation in the People's Republic of China, this book will appeal greatly to students and scholars of animation, film studies, Chinese studies, cultural studies, political and cultural theory.
Soviet Animation and the Thaw of the 1960s examines the remarkable animation that emerged during the post-Stalin period of liberalization in the Soviet Union as an avenue of expression for a new spirit of aesthetic freedom. Drawing on extensive archival research, Laura Pontieri reconstructs the dynamics inside Soviet animation studios and the relationships between the animators and the political establishment. Pontieri offers a meticulous study of Soviet animated films of the period, using the world of Soviet animation as a lens for viewing the historical moment of the thaw from a fresh and less conventional point of view.
Tom Sito (the legendary animator behind Who Framed Roger Rabbit, Beauty and the Beast, and other classic works) brings together the perfect fusion of culinary skill and animation in his cookbook, Eat, Drink, Animate: An Animator's Cookbook. Sito's book is a celebration of the works from legendary animation artists from around the world. Twelve Academy Award winners, five Emmy Award winners. From legendary animators from Hollywood's Golden Age, to modern masters. Not only does he demonstrate examples of their works, but he also includes their favorite personal recipe, and an anecdote from their professional lives that relates to food. Key Features: A rare look behind the scenes of some of animation's most memorable films. Usable recipes you canmake yourself, tested and adapted by Rebecca Bricetti, former editor for Stewart, Tabori, & Chang (Glorious Food ) and Robert Lence animator and gourmet (Toy Story, Shrek). Never before seen photos and illustrations. Anecdotes from behind-the-scenes of some of your favourite animated classics.
Meet the villains we all love to hate! The essential guide to more than 50 of the most villainous Disney and Disney Pixar movie characters. What makes Cruella De Vil so cruel? Why is Scar jealous of his brother Mufasa? Who are the troublesome toys at Sunnyside Daycare? (c) 2020 Disney
The grandfather of manga and anime, Osamu Tezuka created hundreds of unforgettable characters during his 40+ year career as an illustrator and animator. His influence on generations of artists has been immeasurable, and is still felt today across Japan and beyond. The Osamu Tezuka: Anime & Manga Character Sketchbook collects rough concepts from several of Tezuka's anime and manga projects. Included are characters from Mighty Atom (Astroboy), Jungle Emperor (Kimba the White Lion), and many more.
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.
The grandfather of manga and anime, Osamu Tezuka created hundreds of unforgettable characters during his 40+ year career as an illustrator and animator. His influence on generations of artists has been immeasurable, and is still felt today across Japan and beyond. Osamu Tezuka: Anime Character Illustrations collects the character designs from several of Tezuka's animation projects. Included are characters from Mighty Atom (Astroboy), Jungle Emperor (Kimba the White Lion), Black Jack, and many more.
Animation Art and Industry is an introductory reader covering a broad range of animation studies topics, focusing on both American and international contexts. It provides information about key individuals in the fields of both independent and experimental animation, and introduces a variety of topics relevant to the critical study of media censorship, representations of gender and race, and the relationship between popular culture and fine art. Essays span the silent era to the present, include new media such as web animation and gaming, and address animation made using a variety of techniques."
Combining art and design principles with creative storytelling and professional savvy, this book covers everything a serious motion designer needs to make their artistic visions a reality and confidently produce compositions for clients. In this updated second edition of Design for Motion, author Austin Shaw explores the principles of motion design, teaching readers how to creatively harness the essential techniques of this diverse and innovative medium to create compelling style frames, design boards, and motion design products. Lessons are augmented by illustrious full-color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders, pioneers, and rising stars contribute their professional perspectives, share personal stories, and provide visual examples of their work. This second edition also includes updates on the following: Illustration techniques Typography Compositing Visual storytelling Incorporating 3D elements Social/mobile-first design Portfolio and concept development How to develop a distinct personal design style, and much more Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. An accompanying Companion Website (www.routledge.com/cw/shaw) features video tutorials, a student showcase, and more.
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!
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's three-volume Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Features include: Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for Volume I traces the roots and predecessors of modern animation, the history behind Emile Cohl's Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. Volume II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. Volume III catches you up to speed on the state of animation from 1991 to present. Although characterized by such trends as economic globalization, the expansion of television series, emerging markets in countries like China and India, and the consolidation of elitist auteur animation, the story of contemporary animation is still open to interpretation. With an abundance of first-hand research and topics ranging from Nickelodeon and Pixar to modern Estonian animation, this book is the most complete record of modern animation on the market.
This book is open access and available on www.bloomsburycollections.com. It is funded by Knowledge Unlatched. Scanning historical and current trends in animation through different perspectives including art history, film, media and cultural studies is a prominent facet of today's theoretical and historical approaches in this rapidly evolving field. Global Animation Theory offers detailed and diverse insights into the methodologies of contemporary animation studies, as well as the topics relevant for today's study of animation. The contact between practical and theoretical approaches to animation at Animafest Scanner, is closely connected to host of this event, the World Festival of Animated Film Animafest Zagreb. It has given way to academic writing that is very open to practical aspects of animation, with several contributors being established not only as animation scholars, but also as artists. This anthology presents, alongside an introduction by the editors and a preface by well known animation scholar Giannalberto Bendazzi, 15 selected essays from the first three Animafest Scanner editions. They explore various significant aspects of animation studies, some of them still unknown to the English speaking communities.
From an adventurous balloon ride above the clouds to a monster-filled metropolis, Academy Award (R)-winning director Pete Docter (Monsters, Inc., Up) has taken audiences to unique and imaginative places. In Disney Pixar's original movie Inside Out, he will take us to the most extraordinary location of all-inside the mind. Growing up can be a bumpy road, and it's no exception for Riley, who is uprooted from her Midwest life when her father starts a new job in San Francisco. Like all of us, Riley is guided by her emotions - Joy, Fear, Anger, Disgust, and Sadness. The emotions live in Headquarters, the control center inside Riley's mind, where they help advise her through everyday life. As Riley and her emotions struggle to adjust to a new life in San Francisco, turmoil ensues in Headquarters. Although Joy, Riley's main and most important emotion, tries to keep things positive, the emotions conflict on how best to navigate a new city, house and school. In this groundbreaking and illuminating film, Pixar Animation Studios examines the extraordinary depths of the mind and the powers of emotion and imagination. The Art of Inside Out provides an exclusive look into the artistic exploration that went into the making of this vibrant film. Featuring concept art-including sketches, collages, colour scripts, and much more-and opening with a foreword by actress Amy Poehler and introduction by the film's writer and director Pete Docter, this is the ultimate behind-the-scenes experience of the making of this landmark film. Copyright (c)2015 Disney Enterprises, Inc. and Pixar. All rights reserved.
This collection is a study of the value of craft as it can be understood within the study and practice of animation. The book reconsiders the position of craft, which is often understood as inferior to 'art', with a particular focus on questions of labour in animation production and gendered practices. The notion of craft has been widely investigated in a number of areas including art, design and textiles, but despite the fact that a wide range of animators use craft-based techniques, the value of craft has not been interrogated in this context until now. Seeking to address such a gap in the literature, this collection considers the concept of craft through a range of varying case studies. Chapters include studies on experimental animation, computer animation, trauma and memory, children's animation and silhouette animation among others. The Crafty Animator also goes some way to exploring the relationship craft has with the digital in the context of animation production. Through these varied discussions, this book problematizes simplistic notions about the value of certain methods and techniques, working to create a dialogue between craft and animation.
Who Framed Roger Rabbit emerged at a nexus of people, technology, and circumstances that is historically, culturally, and aesthetically momentous. By the 1980s, animation seemed a dying art. Not even the Walt Disney Company, which had already won over thirty Academy Awards, could stop what appeared to be the end of an animation era. To revitalize popular interest in animation, Disney needed to reach outside its own studio and create the distinctive film that helped usher in a Disney Renaissance. That film, Who Framed Roger Rabbit, though expensive and controversial, debuted in theaters to huge success at the box office in 1988. Unique in its conceit of cartoons living in the real world, Who Framed Roger Rabbit magically blended live action and animation, carrying with it a humor that still resonates with audiences. Upon the film's release, Disney's marketing program led the audience to believe that Who Framed Roger Rabbit was made solely by director Bob Zemeckis, director of animation Dick Williams, and the visual effects company Industrial Light & Magic, though many Disney animators contributed to the project. Author Ross Anderson interviewed over 140 artists to tell the story of how they created something truly magical. Anderson describes the ways in which the Roger Rabbit characters have been used in film shorts, commercials, and merchandising, and how they have remained a cultural touchstone today.
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.
Formed by a small group of university students in the early 1980s, Studio Gainax is now one of the most adventurous and widely esteemed anime companies on the scene. Although the company's immense popularity is a factor that of itself could justify a study of its members and their diverse creations, the studio is even more intriguing for its unique approach to animation. Formal experimentation, genre-straddling, self-reflexivity, unpredictable plot twists, a gourmet palate for stylishness, proverbially controversial endings, and a singularly iconoclastic world view are some of the hallmarks of Gainax's output.This documentation of the studio's achievements provides a critical overview of both the company and its prolific catalog of films. It begins by detailing Gainax's rise to success, outlining the most salient aspects of the company's professional development and assessing the studio's distinctive aesthetic vision. Next follow in-depth examinations of particular Gainax titles that best represent the company's overall work, including television series such as ""Nadia: The Secret of Blue Water"" and ""Neon Genesis Evangelion"", and feature films such as ""Royal Space Force: The Wings of Honneamise"" and ""Gunbuster vs. Diebuster"". Each chapter highlights the specific contribution made by a production to the progressive evolution of the company's mission. A final chapter offers a panoramic recapitulation of Gainax's impact on the world of anime, with a focus on the studio's aesthetic and ethical priorities.
Revised and updated to include The Boy And The Heron. The animations of Japan's Studio Ghibli are among the most respected in the movie industry. Their films rank alongside the most popular non-English language films ever made, with each new release a guaranteed box office hit. The studio's founders, Hayao Miyazaki and the late Isao Takahata, have created timeless masterpieces. Their films are distinctly Japanese but the themes are universal: humanity, community and a love for the environment. Studio Ghibli outlines the history of the studio and explores the early output of its founders. It examines all the studio's major works including Laputa: Castle in the Sky, Grave of the Fireflies, My Neighbour Totoro, Kiki's Delivery Service, Only Yesterday, Porco Rosso, Pom Poko, Whisper of the Heart, Princess Mononoke and Howl's Moving Castle, as well as the Oscar-winning Spirited Away. Also included are the more recent animations: Hayao Miyazaki's Oscar-nominated masterpiece The Wind Rises, Isao Takahata's The Tale of Princess Kaguya, Goro Miyazaki's Earwig and the Witch and Hayao Miyazaki's latest box office success, The Boy and the Heron, which won a BAFTA, Golden Globe & Oscar.
How computer animation technologies became vital visualization tools in the life sciences Who would have thought that computer animation technologies developed in the second half of the twentieth century would become essential visualization tools in today's biosciences? This book is the first to examine this phenomenon. Molecular Capture reveals how popular media consumption and biological knowledge production have converged in molecular animations-computer simulations of molecular and cellular processes that immerse viewers in the temporal unfolding of molecular worlds-to produce new regimes of seeing and knowing. Situating the development of this technology within an evolving field of historical, epistemological, and political negotiations, Adam Nocek argues that molecular animations not only represent a key transformation in the visual knowledge practices of life scientists but also bring into sharp focus fundamental mutations in power within neoliberal capitalism. In particular, he reveals how the convergence of the visual economies of science and entertainment in molecular animations extends neoliberal modes of governance to the perceptual practices of scientific subjects. Drawing on Alfred North Whitehead's speculative metaphysics and Michel Foucault's genealogy of governmentality, Nocek builds a media philosophy well equipped to examine the unique coordination of media cultures in this undertheorized form of scientific media. More specifically, he demonstrates how governmentality operates across visual practices in the biosciences and the popular mediasphere to shape a molecular animation apparatus that unites scientific knowledge and entertainment culture. Ultimately, Molecular Capture proposes that molecular animation is an achievement of governmental design. It weaves together speculative media philosophy, science and technology studies, and design theory to investigate how scientific knowledge practices are designed through media apparatuses.
The official art book for the animated movie Spies in Disguise. Super spy Lance Sterling (Will Smith) and scientist Walter Beckett (Tom Holland) are almost exact opposites. Lance is smooth, suave and debonair. Walter is… not. But when events take an unexpected turn, this unlikely duo are forced to team up for the ultimate mission that will require an almost impossible disguise - transforming Lance into the brave, fierce, majestic… pigeon. Walter and Lance suddenly have to work as a team, or the whole world is in peril. In this coffee table hardback, uncover the concept designs, character sketches, storyboards, and production art, alongside insight from the artists, filmmakers, and directors for this animated buddy comedy set in the high-octane globe-trotting world of international espionage.
Animation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor's point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from the late Ray Harryhausen, Jim Danforth, Joe Letteri, and Bruno Bozzetto, this book will be the primary source for animators and animation actors. Key Features Interviews with industry legends are found throughout this exhaustive work on animation From film history we learn about the importance of actors and the variety of acting that goes into animation, then turn to the actor's point of view to describe the various techniques involved Coverage of acting from Vaudeville to Rotoscoping to Performance Capture Case studies throughout bring the content to life while providing actionable tools and techniques that can be used immediately
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. |
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