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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
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.
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.
Contributions by Graham Barton, Raz Greenberg, Gyongyi Horvath, Birgitta Hosea, Tze-yue G. Hu, Yin Ker, M. Javad Khajavi, Richard J. Leskosky, Yuk Lan Ng, Giryung Park, Eileen Anastasia Reynolds, Akiko Sugawa-Shimada, Koji Yamamura, Masao Yokota, and Millie Young Getting in touch with a spiritual side is a craving many are unable to express or voice, but readers and viewers seek out this desired connection to something greater through animation, cinema, anime, and art. Animating the Spirited: Journeys and Transformations includes a range of explorations of the meanings of the spirited and spiritual in the diverse, dynamic, and polarized creative environment of the twenty-first century. While animation is at the heart of the book, such related Subjects as fine art, comics, children's literature, folklore, religion, and philosophy enrich the discoveries. These interdisciplinary discussions range from theory to practice, within the framework of an ever-changing media landscape. Working on different continents and coming from varying cultural backgrounds, these diverse scholars, artists, curators, and educators demonstrate the insights of the spirited. Authors also size up new dimensions of mental health and related expressions of human living and interactions. While the book recognizes and acknowledges the particularities of the spirited across cultures, it also highlights its universality, demonstrating how it is being studied, researched, comprehended, expressed, and consumed in various parts of the world.
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.
How can we describe movements in animated films? In Figure and Force in Animation Aesthetics, Ryan Pierson introduces a powerful new method for the study of animation. By looking for figures-arrangements that seem to intuitively hold together-and forces-underlying units of attraction, repulsion, and direction-Pierson reveals startling new possibilities for animation criticism, history, and theory. Drawing on concepts from Gestalt psychology, Pierson offers a wide-ranging comparative study of four animation techniques-soft-edged forms, walk cycles, camera movement, and rotoscoping-as they appear in commercial, artisanal, and avant-garde works. In the process, through close readings of little-analyzed films, Pierson demonstrates that figures and forces make fertile resources for theoretical speculation, unearthing affinities between animation practice and such topics as the philosophy of mathematics, scientific and political revolution, and love. Beginning and ending with the imperative to look closely, Figure and Force in Animation Aesthetics is a performance in seeing the world of motion anew.
If you love animation then you're in for a treat!
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.
Discover everything you've ever wondered about your favourite LEGO® Disney Princess™ in this super-cute starter guide Why does Moana sail away from her island? Who does she find hiding on her boat? How does Moana help to save Motunui? Find out the answers to all of your questions as you get to know this adventurous princess. Featuring a simple Q&A format, fun facts, and showcasing beautiful LEGO sets, mini-dolls, and accessories, DK's LEGO Disney Princess Meet Moana is a charming introduction to LEGO Moana. With a bright and playful design and cheerful, inviting text, DK's guide encourages young readers to explore the Princess' amazing world from her incredible adventures on the ocean and on land. A perfect entry level guide for young fans, which can be built into a cherished collection.
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.
Examining post-1990s Indie cinema alongside more mainstream films, Brereton explores the emergence of smart independent sensibility and how films break the classic linear narratives that have defined Hollywood and its alternative 'art' cinema. The work explores how bonus features on contemporary smart films speak to new generational audiences.
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.
Mr. Peabody & Sherman is DreamWorks Animation's new comedy about a dog and his boy. Mr. Peabody invents the WABAC, a time-travelling machine that he and his adopted boy Sherman use to explore history. The concept art, character backgrounds, design inspiration, and behind-the-scenes information in this book perfectly capture the rich storyline, vibrant characters and locations.
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.
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.
Re-frames the computer-animated film as a new genre of contemporary cinemaWidely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, 'The Computer-Animated Film: Industry, Style and Genre' persuasively argues that this body of work constitutes a unique genre of mainstream cinema. Informed by wider technological discourses and the status of animation as an industrial art form, the book not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film's unique production contexts.Key FeaturesProvides a wide-ranging focus on a multitude of animation studios, companies, facilities, divisions and subsidiaries in Hollywood and beyondSupported throughout by close textual analysis and clearly marked case studiesExpands the critical examination of computer-animated films by combining animation and film theory together with theories of animation practice, industry papers and original studio production memosCase StudiesShark Tale (2004)Hoodwinked! (2006)Flushed Away (2006)Over the Hedge (2006)The Good Dinosaur (2015)Frozen (2013)Zootopia (2016)Ratatouille (2007)Antz (1998)A Bug's Life (1998)Wall-E (2008)Toy Story 3 (2010)Toy Story 2 (1999)Cars (2005) / Cars 2 (2011)Happy Feet (2006)Sausage Party (2016)Monsters, Inc. (2001)Rise of the Guardians (2012)Despicable Me 2 (2013) / Minions (2015)Surf's Up (2007)Bolt (2008)
What do you get when you cross a snail with the Indianapolis 500? If you're DreamWorks, then the result is Turbo, an uplifting - and gear-shifting - story about the ultimate underdog. Packed with breathtaking images that showcase the artistry of the industry's top talents, "The Art of Turbo" gives readers a close-up look at the process behind the new CG-animated feature.
When most people are asked what the first animated movie is, they assume it's Walt Disney's Snow White and the Seven Dwarfs in 1937. For three years (1923-1926), a young, female animation director, her husband, and four men crafted the oldest surviving animated film in a Potsdam garage attic one maddeningly frame at a time. Lotte Reiniger animated Die Abenteuer des Prinzen Achmed, better known as The Adventures of Prince Achmed, equipped with nothing but scissors, cardboard, lead sheets, a camera, and a story inspired by One Thousand and One Arabian Nights. Lotte Reiniger was a animation and puppetry pioneer, who gifted the mediums with her silhouettes and imagination. Yet due to a number of factors: her gender, her German ethnicity, World War II, lack of funding, and many others, she became a footnote in animation and cinematic history. Yet her sixty plus filmography is evident of her passion, talent, and dedication to animated art. For the first time, Early Animation Pioneer Lotte Reiniger shares Lotte Reinger's story in a detailed account that reveals her contribution to animation, puppetry, Weimar cinema, and modern filmmaking as well as how her silhouettes continue to snip their way into fans' imaginations.
Eleven-year-old Satsuki and her sassy little sister Mei are overjoyed about moving into a historic country house with their dad - but the girls don't realise what a delightful adventure awaits them there. While exploring their sprawling home and the beautiful rural area that surrounds it, Satsuki & Mei meet Granny, a sweet old woman, and her timid grandson Kanta. They also experience first hand the magic of the Soot Sprites, mysterious creatures that live in the walls, and discover a huge camphor tree that just might be enchanted...
How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.
Unprecedented kinds of experience, and new modes of life, are now produced by simulations, from the CGI of Hollywood blockbusters to animal cloning to increasingly sophisticated military training software, while animation has become an increasingly powerful pop-cultural form. Today, the extraordinary new practices and radical objects of simulation and animation are transforming our neoliberal-biopolitical "culture of life". The Animatic Apparatus offers a genealogy for the animatic regime and imagines its alternative futures, countering the conservative-neoliberal notion of life's sacred inviolability with a new concept and ethics of animatic life.
Animation, Sport and Culture is a wide-ranging study of both sport and animated films. From Goofy to Goalkeepers, Wallace and Gromit to Tiger Woods, Mickey Mouse to Messi, and Nike to Nationhood, this Olympic-sized analysis looks at the history, politics, aesthetics and technologies of sport and animation from around the globe.
With the popularity of Pokémon still far from waning, Japanese animation, known as anime to its fans, has a firm hold on American pop culture. However, anime is much more than children's cartoons. It runs the gamut from historical epics to sci-fi sexual thrillers. Often dismissed as fanciful entertainment, anime is actually quite adept at portraying important social and cultural issues such as alienation, gender inequality, and teenage angst. This book investigates the ways that anime presents these issues in an in-depth and sophisticated manner, uncovering the identity conflicts, fears over rapid technological advancement, and other key themes present in much of Japanese animation.
Animated Documentary, the first book to be published on this fascinating topic, considers how animation is used as a representational strategy in nonfiction film and television and explores the ways animation expands the range and depth of what documentary can show us about the world. On behalf of the Society for Animation Studies(SAS), the Chair of the Jury announced the book as the winner of the delayed 2015 SAS McLaren-Lambart Award with the following words: 'Animated Documentary is a vital addition to both animation scholarship and film studies scholarship more broadly, expertly achieving the tricky challenge of synthesising these two scholarly traditions to provide a compelling and brilliantly coherent account of the animated documentary form. At the heart of Roe's book is the conviction that animated documentary "has the capacity to represent temporally, geographically, and psychologically distal aspects of life beyond the reach of live action" (p. 22). As a representational strategy, Roe details how animated documentary can be seen to adopt techniques of "mimetic substitution, non-mimetic substitution and evocation" in response to the limitations of live action material (p. 26). Animated Documentary will without doubt become an essential resource for many years to come for anyone interested in the intersection of animation and documentary.'
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