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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Gaming Film explores the growing influence of computer games on contemporary cinema. From the type of stories told to their complex structural patterns, from the changing modes of reception to innovative visual aesthetics, computer games are re-shaping the cinematic landscape in exciting directions.
For many, the middle ages depicted in Walt Disney movies have come to figure as the middle ages, forming the earliest visions of the medieval past for much of the contemporary Western (and increasingly Eastern) imagination. The essayists of The Disney Middle Ages explore Disney's mediation and re-creation of a fairy-tale and fantasy past, not to lament its exploitation of the middle ages for corporate ends, but to examine how and why these medieval visions prove so readily adaptable to themed entertainments many centuries after their creation. What results is a scrupulous and comprehensive examination of the intersection between the products of the Disney Corporation and popular culture's fascination with the middle ages.
Despite the growing popularity and influence of Japanese animation in America and other parts of the world, the importance of anime studies as audio-visual translation has not been well-recognized academically. In order to throw new light on this problem, the author attempts to clarify distinctive characteristics of English dubs of Japanese animated films between the 1980s and the 2000s, including Hayao Miyazaki's, in descriptive ways: through a corpus-based statistical analysis of vocabulary and a qualitative case study approach to the multimodal text from a synchronic and diachronic point of view. Discussing how translation norms have changed on the spectrum from target-oriented to source-oriented, the author carefully examines what kind of shift occurred to translations of Japanese animation around the turn of the 21st century. Whereas the pre-2000 translations tend to give preference to linguistic persuasion (i.e., a preference for expository dialogue that sounds natural to the American audiences), the post-2000 translations attach higher priority to achieving dynamic equivalence of the multimodal situations as a whole. The translation of anime has been rapidly increasing its rich diversity these few decades, opening up new possibilities and directions for translating its unique visual and iconic language.
THE CINEMA OF HAYAO MIYAZAKI Born on January 5, 1941 in Tokyo, Hayao Miyazaki is known as the 'Japanese Disney', a filmmaker as revered - and as popular - as Walt Disney or Steven Spielberg. Miyazaki, in short, is a true phenomenon in contemporary animation and in world cinema. Miyazaki's movies include Princess Mononoke, Spirited Away, Howl's Moving Castle, Laputa: Castle In the Sky and My Neighbor Totoro. Hayao Miyazaki may be the most talented fantasy filmmaker of his generation: not even the finest filmmakers of Hollywood can rival his films when it comes to creating fantasy worlds, and fantastical characters and events. Miyazaki has millions of fans around the world, not least among fellow animators and filmmakers, for whom he is a genius. What Hayao Miyazaki's films do is to bring you completely into a fantasy world that is instantly recognizable and familiar. It's as if these fantasy realms have always existed - very much like J.R.R. Tolkien's Middle-earth or Ursula Le Guin's Earthsea (both influences on Miyazaki). The visionary and magical elements are fused with the domestic and familial and social elements, so that it seems completely ordinary and believable that, say, flying machines soar overhead which have flapping wings like an insect, or that little white creatures pop up out of trees and make strange clicking noises. To write one hit animation movie is amazing, to write eleven is remarkable. To write and direct one spectacular animated picture is very impressive, to write and direct eleven features is unheard-of in the world of contemporary commercial animation. This new study considers all of his films and TV shows (and his manga work). It also includes chapters on Studio Ghibli on fellow director Isao Takahata Miyazaki's influences his contemporaries and colleagues his characters his movies' relation to Western animation (including the Walt Disney Company) his unmade films and his themes and motifs. Japanese animation, its production and style, some classics of anime, and digital animation are also explored. Includes quotes by Miyazaki; fans on Miyazaki; and resources. The second edition has been completely updated and revised. Fully illustrated. With filmography, bibliography and notes. 520 pages. ISBN 9781861713902. www.crmoon.com AUTHOR'S NOTE: I hope this book offers readers some new insights into the films of the incredible filmmaker Hayao Miyazaki, so they can go back and enjoy them all over again. I have looked at all of the key research for this book, which was begun years ago. I have focussed mainly on the movies themselves, exploring each one in detail. The book also includes technical info on animation, a chapter on the animation industry in Japan, and comparisons between Miyazaki's films and those in the West, including Walt Disney's work. There are chapters on the output of Studio Ghibli, and also Isao Takahata, Miyazaki's colleague.
PRINCESS MONONOKE: HAYAO MIYAZAKI: POCKET MOVIE GUIDE This book focusses on Hayao Miyazaki's 1997 masterpiece Princess Mononoke. Princess Mononoke is a work of genius. It is a masterpiece. It is one of the most staggeringly incredible films you will ever see. By any standards you want to apply, the level of imagination and artistry and detail and insight and energy in this movie is simply astounding. As well as being a visionary piece, with the highest quality animation achievable, with fascinating characters, stupendous action, brilliant set-pieces, and with some deeply poetic episodes, Princess Mononoke is also a thematically rich movie. There are many levels to this wonderful picture. This new study of Hayao Miyazaki's Princess Monoke includes sections on Miyazaki's influences his contemporaries and colleagues (including Akira Kurosawa) his characters his movies' relation to Western animation (including the Walt Disney Company) and his themes and motifs. The book also explores Japanese animation, its production and style, some classics of anime, and digital animation. Born on January 5, 1941 in Tokyo, Hayao Miyazaki is known as the 'Japanese Disney', a filmmaker as revered - and as popular - as Walt Disney or Steven Spielberg. Miyazaki, in short, is a true phenomenon in contemporary animation and in world cinema. Miyazaki's movies include Princess Mononoke, Spirited Away, Howl's Moving Castle, Laputa: Castle In the Sky and My Neighbor Totoro. Hayao Miyazaki may be the most talented fantasy filmmaker of his generation: not even the finest filmmakers of Hollywood can rival his films when it comes to creating fantasy worlds, and fantastical characters and events. Miyazaki has millions of fans around the world, not least among fellow animators and filmmakers, for whom he is a genius. What Hayao Miyazaki's films do is to bring you completely into a fantasy world that is instantly recognizable and familiar. It's as if these fantasy realms have always existed - very much like J.R.R. Tolkien's Middle-earth or Ursula Le Guin's Earthsea (both influences on Miyazaki). Includes quotes by Miyazaki; reviews by fans; and resources. Fully illustrated. With filmography, bibliography and notes.208 pages. ISBN 9781861713711. www.crmoon.com AUTHOR'S NOTE: I hope this book offers readers some new insights into Princess Monoke and the movies of the incredible filmmaker Hayao Miyazaki, so they can go back and enjoy the movie all over again. The book also includes technical info on animation, a chapter on the animation industry in Japan, and comparisons between Miyazaki's films and those in the West, including Walt Disney's work.
New Revised 2013 Edition published by Lexington Avenue Press Great behind the scenes look at how the groundbreaking animated series ROBOTECH and the voice for Rand (The New Generation) were created. Also, lots of information about getting into and working in voice over and animation.
"Disney Stories: Getting to Digital" explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, "Disney Stories: Getting to Digital" explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the "digital" world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including "The Lion King Animated Story Book," "Disney Blast" and "Toontown." "Disney Stories: Getting to Digital" is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
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.
SPIRITED AWAY: HAYAO MIYAZAKI: POCKET MOVIE GUIDE This book focusses on Hayao Miyazaki's 2001 masterpiece Spirited Away, winner of the Best Animated Movie Oscar. Spirited Away (Sen to Chihiro no Kamikakushi) is without a doubt a masterpiece of cinema, and one of Hayao Miyazaki's great works. It is one of the most spectacular films of colour you will ever see. It's the movie that brought Miyazaki to a global audience, even more perhaps than Princess Mononoke (though by the time of Spirited Away, Miyazaki was a household name in Japan). Born on January 5, 1941 in Tokyo, Hayao Miyazaki is known as the 'Japanese Disney', a filmmaker as revered - and as popular - as Walt Disney or Steven Spielberg. Miyazaki, in short, is a true phenomenon in contemporary animation and in world cinema. Hayao Miyazaki's movies include Princess Mononoke, Spirited Away, Howl's Moving Castle, Laputa: Castle In the Sky and My Neighbor Totoro. Hayao Miyazaki may be the most talented fantasy filmmaker of his generation: not even the finest filmmakers of Hollywood can rival his films when it comes to creating fantasy worlds, and fantastical characters and events. Miyazaki has millions of fans around the world, not least among fellow animators and filmmakers, for whom he is a genius. What Hayao Miyazaki's films do is to bring you completely into a fantasy world that is instantly recognizable and familiar. It's as if these fantasy realms have always existed - very much like J.R.R. Tolkien's Middle-earth or Ursula Le Guin's Earthsea (both influences on Miyazaki). The visionary and magical elements are fused with the domestic and familial and social elements, so that it seems completely ordinary and believable that, say, flying machines soar overhead which have flapping wings like an insect, or that little white creatures pop up out of trees and make strange clicking noises. This new study of Hayao Miyazaki's Spirited Away includes chapters on Miyazaki's influences his contemporaries and colleagues his characters his movies' relation to Western animation (including the Walt Disney Company) and his themes and motifs. The book also explores Japanese animation, its production and style, some classics of anime, and digital animation. Includes quotes by Miyazaki; and resources. Fully illustrated. With filmography, bibliography and notes. ISBN 9781861713476. www.crmoon.com AUTHOR'S NOTE: I hope this book offers readers some new insights into Spirited Away and the movies of the incredible filmmaker Hayao Miyazaki, so they can go back and enjoy the movie all over again. The book also includes technical info on animation, a chapter on the animation industry in Japan, and comparisons between Miyazaki's films and those in the West, including Walt Disney's work.
100 historical and contemporary texts give a detailed insight into the last 150 years of animation studies in this seminal, four-volume reference work on the field. Beginning with the many definitions, or lack thereof, of animation, the set delves into the nature of animation production, explores how we can establish greater space within animation discourse for the consideration of broadcast and interactive animation, and gives a greater contextual understanding of the field of animation studies. Key themes are 'Authorship', 'Genre', 'Identity Politics', and 'Spectatorship', and the set is ordered in such a way that avoids imposing an overly simplistic chronological framework, thereby allowing debates that have developed over years (and even decades) to stand side by side. Each volume is separately introduced and the essays structured into coherent sections on specific themes
THE CINEMA OF HAYAO MIYAZAKI Born on January 5, 1941 in Tokyo, Hayao Miyazaki is known as the 'Japanese Disney', a filmmaker as revered - and as popular - as Walt Disney or Steven Spielberg. Miyazaki, in short, is a true phenomenon in contemporary animation and in world cinema. Hayao Miyazaki's movies include Princess Mononoke, Spirited Away, Howl's Moving Castle, Laputa: Castle In the Sky and My Neighbor Totoro. Hayao Miyazaki may be the most talented fantasy filmmaker of his generation: not even the finest filmmakers of Hollywood can rival his films when it comes to creating fantasy worlds, and fantastical characters and events. Miyazaki has millions of fans around the world, not least among fellow animators and filmmakers, for whom he is a genius. What Hayao Miyazaki's films do is to bring you completely into a fantasy world that is actually instantly recognizable and familiar. It's as if these fantasy realms have always existed - very much like J.R.R. Tolkien's Middle-earth or Ursula Le Guin's Earthsea (both influences on Miyazaki). The visionary and magical elements are fused with the domestic and familial and social elements, so that it seems completely ordinary and believable that, say, flying machines soar overhead which have flapping wings like an insect, or that little white creatures pop up out of trees. To write one hit animation movie is amazing, to write seven is remarkable. To write and direct one spectacular animated picture is very impressive, to write and direct seven features is almost unheard-of in the world of contemporary commercial animation. This new study of Hayao Miyazaki considers all of his films and TV shows (and his manga work). It also includes chapters on Studio Ghibli on fellow director Isao Takahata Miyazaki's influences his contemporaries and colleagues his characters his movies' relation to Western animation (including Disney) his unmade films and his themes and motifs. The Cinema of Hayao Miyazaki also explores Japanese animation, its production and style, some classics of anime, and digital animation. Includes quotes by Miyazaki; fans on Miyazaki; and resources. Fully illustrated. With filmography, bibliography and notes.
Animation films are widely consumed in the general population and the study of animation films has blossomed. But music and sound are often marginalized, despite the significance of music, voice talent, sound design and effects for both the films and their marketing. Drawn to Sound unpacks animation film sound and music tracks, and contextualises them within the screen and music industries. Focusing on feature-length, widely-distributed films released in the post-WW2 period, the book highlights work from key centres of animation production, such as the USA, the UK, Japan, significant studios including Disney, Aardman Animation and Studio Ghibli, and major auteurs like Tim Burton. Chapters by animation experts such as Paul Wells and Daniel Goldmark and by film music authorities including Philip Hayward, Ian Inglis and Janet Halfyard offer international perspectives on the history and aesthetics of music and sound in animation film. Contributions from authors in Japan, Australia, England, the USA and Canada explore animation soundtracks, their creators and their production approaches. Different disciplinary perspectives from music, media, cultural and animation studies offer models for future analysis. As the first of its kind, this anthology is an invaluable resource for students, teachers and researchers in film, animation, music and media studies.
Stopmotion is an incredibly fun, hands-on way to make amazing films, using simple software, inexpensive equipment, and stuff that's already lying around your house. Stopmotion Explosion will have you making your first stopmotion film within minutes of picking up the book. It's that easy Stopmotion has enjoyed a renaissance in recent years, as the tools required are now widely available to anyone with a story to tell. Filmmakers, animators, and artists have reached new levels of visual creativity using Stopmotion Explosion's techniques. Now you too can join the revolution Unlike traditional cel and 3D animation, which both require a high level of artistry and technical skill, stopmotion films can be made by nearly anyone. Using Stopmotion Explosion's techniques, stopmotion films have been made by animators as young as 8 (with adult supervision). Stopmotion Explosion contains 292 pages of example projects, hundreds of illustrations, and detailed step-by-step instructions for screenwriting, video editing, animating, audio recording and video processing software, no prior expertise required. HISTORY ANIMATION Animate intense battle sequences with frame-by-frame breakdowns of roundhouse kicks, uppercuts, and punches. Add gigantic explosions, gunfire, laser blasters, lightsabers and rocket-launch effects. Make your characters fly like Superman with special flying rigs and photo-editing magic. Complete instructions for two stopmotion programs. Grab frames from your camera, preview your animations and make detailed tweaks using onion skinning. Export movie files that can be edited and uploaded to YouTube. STORYTELLING AUDIO SETS & LIGHTING CINEMATOGRAPHY VIDEO EDITING Quickly perform common stopmotion tasks, such as transforming a series of still images into a video file, learn the best settings for encoding online video, and definitions of common digital video terms and technology. Start your own movie studio with Stopmotion Explosion today
Find Olaf and more of your favourite characters from Frozen and Frozen 2 in this beautiful search-and-find book. Following on from the success of Where's Mickey? and Where's Spidey?, Studio Press presents Where's Olaf? Explore the enchanting lands of Arendelle, from the royal castle to the mysterious Valley of the Living Rock, while you hunt for Anna, Elsa, Kristoff, Sven and, of course, Olaf! With delightful hidden details in every scene, Frozen fans will love this busy and beautiful search-and-find book.
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.
"Animation: Genre and Authorship" is an overview of the distinctive language of animation, its production processes, and the particular questions about who makes it, under what conditions and with what purpose. Arguably, animation provides the greatest opportunity for distinctive models of "auteurism" and revises generic categories. This is the first study to look specifically at these issues, and to challenge the prominence of live action movie-making as the first form of contemporary cinema and visual culture. Including extensive analysis of individual animators and their operation within studios such as Disney and Dreamworks, the book investigates the use of animation in genres from horror and science fiction to documentary and propaganda.
This collection charts the terrain of contemporary Japanese animation, one of the most explosive forms of visual culture to emerge at the crossroads of transnational cultural production in the last twenty-five years. The essays offer bold and insightful engagement with anime's concerns with gender identity, anxieties about body mutation and technological monstrosity, and apocalyptic fantasies of the end of history. The contributors dismantle the distinction between 'high' and 'low' culture and offer compelling arguments for the value and importance of the study of anime and popular culture as a key link in the translation from the local to the global.
Celebrating the celluloid expression of the Beat spirit--arguably the most sustained legacy in U.S. counterculture--Naked Lens is a comprehensive study of the most significant interfaces between the Beat writers, Beat culture, and cinema. Naked Lens features key Beat players and their collaborators, including William Burroughs, Allen Ginsberg, Jack Kerouac, Charles Bukowski, Brion Gysin, Antony Balch, Ron Rice, John Cassavetes, Andy Warhol, Bob Dylan, Klaus Maeck, and Gus van Sant. As well as examining clearly Beat-inspired films such as Pull My Daisy, Chappaqua, and The Flower Thief, Jack Sargeant discusses cinema verite and performance films (Shadows and Wholly Communion), B-movies (The Subterraneans and Roger Corman's Bucket of Blood), and Hollywood adaptations (Heart Beat and Barfly). The second half of the book is devoted to an extensive analysis of the films relating to William Burroughs, from Antony Balch's Towers Open Fire to David Cronenberg's Naked Lunch. This book also contains the last ever interview with writer Allen Ginsberg, recorded three months before his death in April 1997.
If you're not old enough to remember Falstaff on The Fred Allen Show, perhaps you recall Fred Flintstone from The Flintstones, that modern stoneage family. Both boisterous voices - and more - came from the talented mouth of Alan Reed, one of the greatest actors ever to light up radio, television and films. This is his story, published for the first time, complete with rare photos and credit list.
What is it about anime that is so appealing to a transnational fan base? Is the American attraction to anime similar to the popularity of previous fads of Japanese culture, like the Japonisants of fin-de-siecle France enamored of Japanese art and architecture, or the American poets in the fifties and sixties who latched onto haiku? Or is this something new, a product of global culture in which ethnic identities carry less weight? This book explores these issues by taking a look at anime fans and the place they occupy, both in terms of subculture in Japan and America, and in relation to Western perceptions of Japan since the late 1800s.
Anime and Manga are hot - the popularity of these media is only increasing. What is it about anime that is so appealing to a trans-national fan base? This book looks at anime fans and the place they occupy, both in terms of subculture in Japan and the West, and in relation to Western perceptions of Japan since the late 1800s.
The Animation Studies Reader brings together both key writings within animation studies and new material in emerging areas of the field. The collection provides readers with seminal texts that ground animation studies within the contexts of theory and aesthetics, form and genre, and issues of representation. The first section collates key readings on animation theory, on how we might conceptualise animation, and on some of the fundamental qualities of animation. New material is also introduced in this section specifically addressing questions raised by the nature, style and materiality of animation. The second section outlines some of the main forms that animation takes, which includes discussions of genre. Although this section cannot be exhaustive, the material chosen is particularly useful as it provides samples of analysis that can illuminate some of the issues the first section of the book raises. The third section focuses on issues of representation and how the medium of animation might have an impact on how bodies, gender, sexuality, race and ethnicity are represented. These representations can only be read through an understanding of the questions that the first two sections of the book raise; we can only decode these representations if we take into account form and genre, and theoretical conceptualisations such as visual pleasure, spectacle, the uncanny, realism etc. |
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