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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
On Animation: The Director's Perspective is a collection of interviews with 23 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviews) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond. Key Features Interviews with the greatest living legends in animation Offers profound insight into the creative process of these giants Grants advice and lessons for inspiring animators
Editor's note: there has been an issue with the book's companion site. Focal Press is fixing the issue. In the meanwhile, please visit http://www.routledge.com/cw/sullivan-978024081872/ for all the material promised in the book. From demo reel creation to festival shorts, students and professionals alike are creating animated shorts that are dynamic and eye catching but the time constraints of these shorts are challenging in their own right. The unique format of the animated short of two to five minutes in length presents a practical and aesthetic challenge that is rarely addressed in the classroom. Ideas for the Animated Short is a comprehensive and practical blueprint for creative and unique animated short creation with a focus on the strength of a compelling story. A comprehensive guide to the animated short, this title is an invaluable asset for aspiring animation professionals, students and independent filmmakers. Explore the process of developing a short from conception to final delivery and adapt the industry's best practices in your own workflow. Written by four leading animators, artists and professors, Ideas for the Animated Short is written from the unique perspective of a professional animator adapting creative stories into incredible animated shorts. Follow from start to finish the creation of an animated short from the pre-production thought process to story development and character design. Explore the best practices and avoid the common pitfalls of creating two to five minute shorts. Watch a specially created animated short, demonstrating the core techniques and principles at the companion website! Packed with illustrated examples of idea generation, character and story development, acting, dialogue and storyboarding practice this is your conceptual toolkit proven to meet the challenges of this unique art form. The companion website includes in-depth interviews with industry insiders, short animations (many with accompanying animatics, character designs and environment designs) and an acting workshop to get your animated short off to a flying start! With all NEW content on script writing, acting, sound design and visual storytelling that further enhance your animated shorts and apply the industry best practices to your own projects.
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.
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.
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."
In the American imagination, the Soviet Union was a drab cultural wasteland, a place where playful creative work and individualism was heavily regulated and censored. Yet despite state control, some cultural industries flourished in the Soviet era, including animation. Drawing the Iron Curtain tells the story of the golden age of Soviet animation and the Jewish artists who enabled it to thrive. Art historian Maya Balakirsky Katz reveals how the state-run animation studio Soyuzmultfilm brought together Jewish creative personnel from every corner of the Soviet Union and served as an unlikely haven for dissidents who were banned from working in other industries. Surveying a wide range of Soviet animation produced between 1919 and 1989, from cutting-edge art films like Tale of Tales to cartoons featuring ""Soviet Mickey Mouse"" Cheburashka, she finds that these works played a key role in articulating a cosmopolitan sensibility and a multicultural vision for the Soviet Union. Furthermore, she considers how Jewish filmmakers used animation to depict distinctive elements of their heritage and ethnic identity, whether producing films about the Holocaust or using fellow Jews as models for character drawings. Providing a copiously illustrated introduction to many of Soyuzmultfilm's key artistic achievements, while revealing the tumultuous social and political conditions in which these films were produced, Drawing the Iron Curtain has something to offer animation fans and students of Cold War history alike.
Create your own Disney magic! Delve into the spellbinding world of Disney Princess and make your own magical crafts. Dress up in Moana's flower crown. Create Cinderella's pumpkin coach. Put on a shadow puppet show with Mushu. Pretend to be a Disney Princess with selfie props - and much more. With more than 25 projects accompanied by clear illustrated step-by-step instructions and top tips from expert crafters, there are ideas to suit every budding prince or princess!
A Ghibli masterpiece of the imagination, brought to life with sketches and stills from Arrietty. Co-founded by the legendary filmmaker Hayao Miyazaki, Studio Ghibli films have enthralled and enchanted audiences across the world. The Art of series gives fans the opportunity to follow their favorite film from initial concept to the silver screen, thanks to hundreds of sketches, concept drawings, and animation cels, plus in-depth interviews with the creators.
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.
The Anime Boom in the United States provides a comprehensive and empirically-grounded study of the various stages of anime marketing and commercial expansion into the United States. It also examines the supporting organizational and cultural processes, thereby describing a transnational, embedded system for globalizing and localizing commodified culture. Focusing primarily on television anime series but also significant theatrical releases, the book draws on several sources, including in-depth interviews with Japanese and American professionals in the animation industry, field research, and a wide-scale market survey. The authors investigate the ways in which anime has been exported to the United States since the 1960s, and explore the transnational networks of anime production and marketing. They also investigate the many cultural and artistic processes anime inspired. The analysis of the rise and fall of the U.S. anime boom is the starting point for a wider investigation of the multidirectional globalization of contemporary culture and the way in which global creative industries operate in an age of media digitalization and convergence. This story carries broad significance for those interested in understanding the dynamics of power structures in cultural and media globalization.
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.
Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.
Be a fly on the wall as industry leaders Bill Kroyer and Tom Sito take us through insightful face-to-face interviews, revealing, in these two volumes, the journeys of 23 world-class directors as they candidly share their experiences and personal views on the process of making feature animated films. The interviews were produced and edited by Ron Diamond. Your job is not to be the one with the answers. You should be the one that gets the answers. That's your job. You need to make friends and get to know your crew. These folks are your talent, your bag of tricks. And that's where you're going to find answers to the big problems - Andrew Stanton It's hard. Yet the pain you go through to get what you need for your film enriches you, and it enriches the film. - Brenda Chapman Frank and Ollie always used to say that great character animation contains movement that is generated by the character's thought process. It can't be plain movement. - John Lasseter The beauty of clay is that it doesn't have to be too polished, or too smooth and sophisticated. You don't want it to be mechanical and lifeless. - Nick Park The good thing about animation is that tape is very cheap. Let the actor try things. This is where animation gets to play with spontaneity. You want to capture that line as it has never been said before. And, most likely, if you asked the actor to do it again, he or she just can't repeat that exact performance. But you got it. - Ron Clements
The story of one woman's quest to move to Los Angeles and got a job in animation...and how you can too. When artist Tally Nourigat left her life in Portland to move to Los Angeles and pursue a job in animation, she realized that despite her research, nothing truly prepared her for the wild world that awaited in the studios of Southern California. From grinding on storyboard test after storyboard test to getting a job at a major studio to searching for an apartment in...the Valley...this autobiographical how-to graphic novel explores the highest highs and lowest lows of pursuing a dream in animation. Brushed with a dose of humor and illustrated advice about salaries, studio culture, and everything in between, I Moved to Los Angeles to Work in Animation is the unique insider experience you won't find anywhere else.
This box of postcards representing Disney's modern classics collects concept art-many pieces never before published-and final frames from ten iconic films made since Disney's renaissance in the 1990s, spanning from The Little Mermaid in 1989 to Big Hero 6 in 2014. Copyright (c)2015 Disney Enterprises, Inc. All rights reserved.
Confronting shifts in the status and aesthetics of the real, Nea Ehrlich analyses how contemporary technoculture has transformed the relationship of animation to documentary by mapping out two parallel trends: the increased use of animation within documentary or non-fiction contexts, and the increasingly pervasive use of non-photorealistic animation within digital media. As the virtual becomes another aspect of our contemporary mixed reality (physical and virtual), the book aims to understand how this visual paradigm shift influences viewers, both ethically and politically, and questions the wider ramifications of this transformation in non-fiction aesthetics.
Rolf Giesen's Puppetry, Puppet Animation and the Digital Age explores the unique world of puppetry animation and its application in the digital age. With the advent of digital animation, many individuals see puppetry and 2D animation as being regulated to a niche market. Giesen's text argues against this viewpoint, by demonstrating the pure aesthetic value they have, as well as examples of some of the greatest cinematic uses of puppets. Such samples include, The Adventures of Prince Achmed, Ladislas Starevich, O'Brien, Harryhausen and Danforth, Trnka and Svankmajer, Aardman and Laika Studios, ParaNorman, and the Boxtrolls. Even live-action blockbusters, such as the Star Wars saga utilize puppetry for costume applications as noted within the text. The use of puppets not only helps create a wonderous world and memorable characters, but is also one of the purest extensions of an artist. Key Features Includes interviews with past and present practitioners of model animation as well as computer animation Reviews of classic and recent entries in both fields Comparison of what is better in stop motion versus computer animation A detailed history of animation and stop motion films
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.
While previous work on the Star Wars universe charts the Campbellian mythic arcs, political representations, and fan reactions associated with the films, this volume takes a transmedial approach to the material, recognizing that Star Wars TV projects interact with and relate to other Star Wars texts. The chapters in this volume take as a basic premise that the televisual entrants into the Star Wars transmedia storyworld are both important texts in the history of popular culture and also key to understanding how the Star Wars franchise-and, thus, industry-wide transmedia storytelling strategies-developed. The book expands previous work to consider television studies and sharp cultural criticism together in an effort to bring both long-running popular series, long-ignored texts, and even toy commercials to bear on the franchise's complex history.
This book describes the dubbing process of English-language animated films produced by US companies in the 21st century, exploring how linguistic variation and multilingualism are used to create characters and identities and examining how Italian dubbing professionals deal with this linguistic characterisation. The analysis carried out relies on a diverse range of research tools: text analysis, corpus study and personal communications with dubbing practitioners. The book describes the dubbing workflow and dubbing strategies in Italy and seeks to identify recurrent patterns and therefore norms, as well as stereotypes or creativity in the way multilingualism and linguistic variation are tackled. It will be of interest to students and scholars of translation, linguistic variation, film and media.
This book critically examines how Walt Disney Animation Studios has depicted - and sometimes failed to depict - different forms of harming and objectifying non-human animals in their films. Each chapter addresses a different form of animal harm and objectification through the theories of speciesism, romanticism, and the 'collapse of compassion' effect, from farming, hunting and fishing, to clothing, work, and entertainment. Stanton lucidly presents the dichotomy between depictions of higher order, anthropomorphised and neotonised animal characters and that of lower-order species, showing furthermore how these depictions are closely linked to changing social attitudes about acceptable forms of animal harm. An engaging and novel contribution to the field of Critical Animal Studies, this book explores the use of animals not only in Disney's best known animated films such as 101 Dalmatians, but also lesser known features including Home on the Range and Fun and Fancy Free. A quantitative appendix supplying data on how often each animal species appears and the amount of times animal harm or objectification is depicted in over fifty films provides an invaluable resource and addition to scholars working in both Disney and animal studies.
This book assembles ten scholarly examinations of the politics of representation in the groundbreaking animated children's television series Steven Universe. These analyses address a range of representational sites and subjects, including queerness, race, fandom, colonialism, and the environment, and provide an accessible foundation for further scholarship. The introduction contextualizes Steven Universe in the children's science-fiction and anime traditions and discusses the series' crucial mechanic of fusion. Subsequent chapters probe the fandom's expressions of queer identity, approach the series' queer force through the political potential of the animated body, consider the unequal privilege of different female characters, and trace the influence of anime director Kunihiko Ikuhara. Further chapters argue that Ronaldo allows satire of multiple media forms, focus on Onion as a surrealist trickster, and contemplate cross-species hybridity and consent. The final chapters concentrate on background art in connection with ecological and geological narratives, adopt a decolonial perspective on the Gems' legacy, and interrogate how the tension between personal and cultural narratives constantly recreates memory.
This book examines the role of memory in animation, as well as the ways in which the medium of animation can function as a technology of remembering and forgetting. By doing so, it establishes a platform for the cross-fertilization between the burgeoning fields of animation studies and memory studies. By analyzing a wide range of different animation types, from stop motion to computer animation, and from cell animated cartoons to painted animation, this book explores the ways in which animation can function as a representational medium. The five parts of the book discuss the interrelation of animation and memory through the lens of materiality, corporeality, animation techniques, the city, and animated documentaries. These discussions raise a number of questions: how do animation films bring forth personal and collective pasts? What is the role of found footage, objects, and sound in the material and affective dimensions of animation? How does animation serve political ends? The essays in this volume offer answers to these questions through a wide variety of case studies and contexts. The book will appeal to both a broad academic and a more general readership with an interest in animation studies, memory studies, cultural studies, comparative visual arts, and media studies. Chapter "Introduction" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
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.
Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters' flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R&D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing. |
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