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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
In Cartoon Vision Dan Bashara examines American animation alongside
the modern design boom of the postwar era. Focusing especially on
United Productions of America (UPA), a studio whose graphic,
abstract style defined the postwar period, Bashara considers
animation akin to a laboratory, exploring new models of vision and
space alongside theorists and practitioners in other fields. The
links-theoretical, historical, and aesthetic-between animators,
architects, designers, artists, and filmmakers reveal a specific
midcentury modernism that rigorously reimagined the senses. Cartoon
Vision invokes the American Bauhaus legacy of Laszlo Moholy-Nagy
and Gyoergy Kepes and advocates for animation's pivotal role in a
utopian design project of retraining the public's vision to better
apprehend a rapidly changing modern world.
French Animation History is essential reading for anyone interested
in the history of animation, illuminating the exceptional place
France holds within that history. * Selected by Choice as an
Outstanding Academic Title for 2011 * The first book dedicated
exclusively to this history * Explores how French animators have
forged their own visual styles, narrative modes, and technological
innovations to construct a distinct national style, while avoiding
the cliches and conventions of Hollywood s commercial cartoons *
Includes more than 80 color and black and white images from the
most influential films, from early silent animation to the recent
internationally renowned Persepolis * Essential reading for anyone
interested in the study of French film
Ivor the Engine, Noggin the Nog, Pingwings, Pogles Wood, Clangers,
and Bagpuss - the iconic animations produced by the
Canterbury-based Smallfilms studio between 1958 and 1984 -
constitute a significant thread of British cultural history. The
lasting appeal of the imagined worlds created by Smallfilms is
evident in the highly-successful BBC reboot of Clangers
(2015-present), which has introduced a whole new audience to the
pink moon mice. As well as the shows likely to be famiilar to
readers, this history expands the Smallfilms story to include those
less well-known animated shows that nonetheless played an important
part in the studio's history. Through extensive studio access,
interviews with many key Smallfilms collaborators, press and
audience analysis, Chris Pallant provides a comprehensive and
definitive historical record of the studio's work. Beyond Bagpuss
is illustrated with 100 images from the Smallfilms archive,
including those that have not previously been published.
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.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Toy Story (John Lasseter, 1995), Pixar's first feature-length
production and Hollywood's first completely computer-generated
animated film, is an international cultural phenomenon. This
collection brings together a diverse range of scholars and
practitioners who together explore the themes, compositional
techniques, cultural significance and industry legacy of this
landmark in contemporary cinema. Topics range from industrial
concerns, such as the film's groundbreaking use of computer
generated imagery and the establishment of Pixar as a major player
in the animation world, to examinations of its music, aesthetics,
and the role of toys in both the film and its fandom. The Toy Story
franchise as a whole is also considered, with chapters looking at
its cross-generational appeal and the experience of growing up
alongside the series. As the first substantial work on this
landmark film, this book will serve as an authoritative
introduction for scholars, students and fans alike.
A CHOICE Outstanding Academic Title, 2019 Mickey Mouse, Betty Boop,
Donald Duck, Bugs Bunny, Felix the Cat, and other beloved cartoon
characters have entertained media audiences for almost a century,
outliving the human stars who were once their contemporaries in
studio-era Hollywood. In Animated Personalities, David McGowan
asserts that iconic American theatrical short cartoon characters
should be legitimately regarded as stars, equal to their
live-action counterparts, not only because they have enjoyed long
careers, but also because their star personas have been created and
marketed in ways also used for cinematic celebrities. Drawing on
detailed archival research, McGowan analyzes how Hollywood studios
constructed and manipulated the star personas of the animated
characters they owned. He shows how cartoon actors frequently kept
pace with their human counterparts, granting "interviews," allowing
"candid" photographs, endorsing products, and generally behaving as
actual actors did-for example, Donald Duck served his country
during World War II, and Mickey Mouse was even embroiled in
scandal. Challenging the notion that studios needed actors with
physical bodies and real off-screen lives to create stars, McGowan
demonstrates that media texts have successfully articulated an
off-screen existence for animated characters. Following cartoon
stars from silent movies to contemporary film and television, this
groundbreaking book broadens the scope of star studies to include
animation, concluding with provocative questions about the nature
of stardom in an age of digitally enhanced filmmaking technologies.
Barely a century has passed since anime (Japanese animation) was
first screened to a Western audience. Over time the number of anime
genres and generic hybrids have significantly grown. These have
been influenced and inspired by various historical and cultural
phenomena, one of which -Japanese native religion and spirituality
- this book argues is an important and dominant. There have always
been anime lovers in the West, but today that number is growing
exponentially. This is intriguing as many Japanese anime directors
and studios initially created works that were not aimed at a
Western audience at all. The mutual imbrication of the profane and
sacred worlds in anime, along with the profound reciprocal
relationship between 'Eastern' (Japanese) and 'Western' (chiefly
American) culture in the development of the anime artistic form,
form the twin narrative arcs of the book. One of the most
significant contributions of this book is the analysis of the
employment of spiritual and religious motifs by directors. The
reception of this content by fans is also examined.The appeal of
anime to aficionados is, broadly speaking, the appeal of the
spiritual in a post-religious world, in which personal identity and
meaning in life may be crafted from popular cultural texts which
offer an immersive and enchanting experience that, for many in the
modern world, is more thrilling and authentic than 'real life'. In
the past, religions posited that after human existence on earth had
ceased, the individual soul would be reincarnated again, or perhaps
reside in heaven. In the early twenty-first century, spiritual
seekers still desire a life beyond that of everyday reality, and
just as passionately believe in the existence of other worlds and
the afterlife. However, the other worlds are the fantasy landscapes
and outer space settings of anime (and other popular cultural
forms), and the afterlife the digital circuitry and electronic
impulses of the Internet. These important new understandings of
religion and the spiritual underpin anime's status as a major site
of new religious and spiritual inspiration in the West, and indeed,
the world.
Animating Film Theory provides an enriched understanding of the
relationship between two of the most unwieldy and unstable
organizing concepts in cinema and media studies: animation and film
theory. For the most part, animation has been excluded from the
purview of film theory. The contributors to this collection
consider the reasons for this marginalization while also bringing
attention to key historical contributions across a wide range of
animation practices, geographic and linguistic terrains, and
historical periods. They delve deep into questions of how animation
might best be understood, as well as how it relates to concepts
such as the still, the moving image, the frame, animism, and
utopia. The contributors take on the kinds of theoretical questions
that have remained underexplored because, as Karen Beckman argues,
scholars of cinema and media studies have allowed themselves to be
constrained by too narrow a sense of what cinema is. This
collection reanimates and expands film studies by taking the
concept of animation seriously. Contributors. Karen Beckman,
Suzanne Buchan, Scott Bukatman, Alan Cholodenko, Yuriko Furuhata,
Alexander R. Galloway, Oliver Gaycken, Bishnupriya Ghosh, Tom
Gunning, Andrew R. Johnston, Herve Joubert-Laurencin, Gertrud Koch,
Thomas LaMarre, Christopher P. Lehman, Esther Leslie, John MacKay,
Mihaela Mihailova, Marc Steinberg, Tess Takahashi
Der Sammelband widmet sich dem spezifischen Verhaltnis von
Animation und verschiedenen Transformationsprozessen. In den
geplanten Aufsatzen werden (Ver-)Wandlungen von Formen und
Koerpern, von Zeit und Raum, aber auch der Wandel von
wissenschaftlichen Definitionen oder (inter-)kulturellen Bezugen
untersucht. Ziel ist es, die Wandlungsfahigkeiten der Animation in
den Blick zu nehmen und ihre Umgestaltungs- und Umsetzungs- und
UEbersetzungsleistungen als Phanomene genauer zu beschreiben.
Two filmmakers who've beaten the system give the real dope on what
it takes to get your movie made.
Do you have to go to film school to get your movies made? No, say
two young entrepreneurs who survived the grind. Here they offer 140
strategies for making movies no matter what. Amateurs as well as
seasoned veterans can pick up this entertaining and incredibly
useful guide in any place--at any point of crisis--and find tactics
that work. Whether it's raising money or cutting your budget;
dealing with angry landlords or angry cops; or jump-starting the
production or stalling it while you finish the script, these
strategies are delivered with funny, illustrative anecdotes from
the authors' experiences and from veteran filmmakers eager to share
their stories. Irreverent, invaluable, and a lot cheaper than a
year's tuition, this friendly guide is the smartest investment any
future filmmaker could make.
Strategies from the book include: Love your friends for criticizing
your work--especially at the script stage; Shyness won't get you
the donuts; Duct tape miracles; Don't fall in love with cast or
crew (but if you do...).
"Through the worldview perspective, this book comes to grips with
the incongruous moralities in Disney. It enables both parents and
educators to gain a critical understanding of Disney content
without being judgmental or promotional for the wrong reasons....
Mouse Morality is a pleasure to read and discuss in itself, but
shows the pathway to media criticism of the first order."--from the
Foreword
Kids around the world love Disney animated films, and many of
their parents trust the Disney corporation to provide wholesome,
moral entertainment for their children. Yet frequent protests and
even boycotts of Disney products and practices reveal a widespread
unease with the sometimes mixed and inconsistent moral values
espoused in Disney films as the company attempts to appeal to the
largest possible audience.
In this book, Annalee R. Ward uses a variety of analytical tools
based in rhetorical criticism to examine the moral messages taught
in five recent Disney animated films--The Lion King, Pocahontas,
The Hunchback of Notre Dame, Hercules, and Mulan. Taking the films
on their own terms, she uncovers the many mixed messages they
purvey: for example, females can be leaders--but male leadership
ought to be the norm; stereotyping is wrong--but black means evil;
historical truth is valued--but only tell what one can sell, etc.
Adding these messages together, Ward raises important questions
about the moral ambiguity of Disney's overall worldview and
demonstrates the need for parents to be discerning in letting their
children learn moral values and life lessons from Disney films.
At publication date, a free ebook version of this title will be
available through Luminos, University of California Press's Open
Access publishing program. Visit www.luminosoa.org to learn more.
In this beautifully written and deeply researched study, Hannah
Frank provides an original way to understand American animated
cartoons from the Golden Age of animation (1920-1960). In the
pre-digital age of the twentieth century, the making of cartoons
was mechanized and standardized: thousands of drawings were inked
and painted onto individual transparent celluloid sheets (called
"cels") and then photographed in succession, a labor-intensive
process that was divided across scores of artists and technicians.
In order to see the art, labor, and technology of cel animation,
Frank slows cartoons down to look frame by frame, finding hitherto
unseen aspects of the animated image. What emerges is both a
methodology and a highly original account of an art formed on the
assembly line.
The Art of Czech Animation is the first comprehensive English
language account of Czech animation from the 1920s to the present,
covering both 2D animation forms and CGI, with a focus upon the
stop-motion films of Jiri Trnka, Hermina Tyrlova, Jan Svankmajer
and Jiri Barta. Stop-motion is a highly embodied form of animation
and The Art of Czech Animation develops a new materialist approach
to studying these films. Instead of imposing top-down Film Theory
onto its case studies, the book's analysis is built up from close
readings of the films themselves, with particular attention given
to their non-human objects. In a time of environmental crisis, the
unique way Czech animated films use allegory to de-centre the human
world and give a voice to non-human aspects of the natural world
points us towards a means by which culture can increase ecological
awareness in viewers. Such a refutation of a human-centred view of
the world was contrary to communist orthodoxy and it remains so
under late-stage consumer-capitalism. As such, these films do not
only offer beautiful examples of allegory, but stand as models of
political dissent. The Art of Czech Animation is a unique endeavour
of film philosophy to provide a materialist appraisal of a
heretofore neglected strand of Central-Eastern European cinema.
The internationally acclaimed films Persepolis and Waltz with
Bashir only hinted at the vibrant animation culture that exists
within the Middle East and North Africa. In spite of censorship,
oppression and war, animation studios have thrived in recent years
- in Egypt, Iran, Iraq, Lebanon, Morocco, Palestine, Syria and
Turkey - giving rise to a whole new generation of entrepreneurs and
artists. The success of animation in the Middle East is in part a
product of a changing cultural climate, which is increasingly
calling for art that reflects politics. Equally, the
professionalization and popularization of film festivals and the
emergence of animation studios and private initiatives are the
results of a growing consumer culture, in which family-friendly
entertainment is big business. Animation in the Middle East
uncovers the history and politics that have defined the practice
and study of animation in the Middle East, and explores the
innovative visions of contemporary animators in the region.
The Bristol-based animation company Aardman is best known for its
most famous creations Wallace and Gromit and Shaun the Sheep. But
despite the quintessentially British aesthetic and tone of its
movies, this very British studio continues to enjoy international
box office success with movies such as Shaun the Sheep Movie,
Flushed Away and Wallace and Gromit: Curse of the Were-Rabbit.
Aardman has always been closely linked with one of its key
animators, Nick Park, and its stop motion, Plasticine-modelled
family films, but it has more recently begun to experiment with
modern digital filmmaking effects that either emulate 'Claymation'
methods or form a hybrid animation style. This unique volume brings
together leading film and animation scholars with children's
media/animation professionals to explore the production practices
behind Aardman's creativity, its history from its early shorts to
contemporary hits, how its films fit within traditions of British
animation, social realism and fantasy cinema, the key personalities
who have formed its ethos, its representations of 'British-ness' on
screen and the implications of traditional animation methods in a
digital era.
Besides Walt Disney, no one seemed more key to the development of
animation at the Disney Studios than Ward Kimball (1914-2002).
Kimball was Disney's friend and confidant. In this engaging,
cradle-to-grave biography, award-winning author Todd James Pierce
explores the life of Ward Kimball, a lead Disney animator who
worked on characters such as Mickey Mouse, Donald Duck, Jiminy
Cricket, the Cheshire Cat, and the Mad Hatter. Through unpublished
excerpts from Kimball's personal writing, material from unpublished
interviews, and new information based on interviews conducted by
the author, Pierce defines the life of perhaps the most influential
animator of the twentieth century. As well as contributing to
classics such as Snow White and the Seven Dwarfs and Pinocchio,
from the late 1940s to the early 1970s, Kimball established a
highly graphic, idiosyncratic approach to animation alongside the
studio's more recognizable storybook realism. In effect, Ward
Kimball became the only animator to run his own in-studio
production team largely outside of Walt Disney's direction. In the
1950s and 1960s, he emerged as a director and producer of his own
animation, while remaining inside Disney's studio. Through Kimball,
the studio developed a series of nonfiction animation programs in
the 1950s that members of Congress pointed to as paving the way for
NASA. The studio also allowed Kimball's work to abandon some ties
to conventional animation, looking instead to high art and graphic
design as a means of creating new animated forms, which resulted in
films that received multiple Academy Award nominations and two
awards. Throughout his life, Kimball was a maverick animator, an
artist who helped define the field of American animation, and a
visionary who sought to expand the influence of animated films.
A major work destined to change how scholars and students look at
television and animation With the release of author Thomas
Lamarre's field-defining study The Anime Machine, critics
established Lamarre as a leading voice in the field of Japanese
animation. He now returns with The Anime Ecology, broadening his
insights to give a complete account of anime's relationship to
television while placing it within important historical and global
frameworks. Lamarre takes advantage of the overlaps between
television, anime, and new media-from console games and video to
iOS games and streaming-to show how animation helps us think
through television in the contemporary moment. He offers remarkable
close readings of individual anime while demonstrating how
infrastructures and platforms have transformed anime into emergent
media (such as social media and transmedia) and launched it
worldwide. Thoughtful, thorough illustrations plus exhaustive
research and an impressive scope make The Anime Ecology at once an
essential reference book, a valuable resource for scholars, and a
foundational textbook for students.
Since Toy Story, its first feature in 1995, Pixar Animation Studios
has produced a string of commercial and critical successes
including Monsters, Inc.; WALL-E; Finding Nemo; The Incredibles;
Cars; and Up. In nearly all of these films, male characters are
prominently featured, usually as protagonists. Despite obvious
surface differences, these figures often follow similar narratives
toward domestic fulfillment and civic engagement. However, these
characters are also hypermasculine types whose paths lead to
postmodern social roles more revelatory of the current "crisis"
that sociologists and others have noted in boy culture. In Pixar's
Boy Stories: Masculinity in a Postmodern Age, Shannon R. Wooden and
Ken Gillam examine how boys become men and how men measure up in
films produced by the animation giant. Offering counterintuitive
readings of boy culture, this book describes how the films quietly
but forcefully reiterate traditional masculine norms in terms of
what they praise and what they condemn. Whether toys or ants,
monsters or cars, Pixar's males succeed or fail according to the
"boy code," the relentlessly policed gender standards rampant in
American boyhood. Structured thematically around major issues in
contemporary boy culture, the book discusses conformity,
hypermasculinity, social hierarchies, disability, bullying, and an
implicit critique of postmodern parenting. Unprecedented in its
focus on Pixar and boys in its films, this book offers a valuable
perspective to current conversations about gender and cinema.
Providing a critical discourse about masculine roles in animated
features, Pixar's Boy Stories will be of interest to scholars of
film, media, and gender studies and to parents.
The films from Pixar Animation Studios belong to the most popular
family films today. From Monsters Inc to Toy Story and Wall-E, the
animated characters take on human qualities that demand more than
just cultural analysis. What animates the human subject according
to Pixar? What are the ideological implications? Pixar with Lacan
has the double aim of analyzing the Pixar films and exemplifying
important psychoanalytic concepts (the voice, the gaze, partial
object, the Other, the object a, the primal father, the
name-of-the-father, symbolic castration, the imaginary/ the real/
the symbolic, desire and drive, the four discourses,
masculine/feminine), examining the ideological implications of the
images of human existence given in the films.
Celebrated as Pixar's "Chief Creative Officer," John Lasseter is a
revolutionary figure in animation history and one of today's most
important filmmakers. Lasseter films from Luxo Jr. to Toy Story and
Cars 2 highlighted his gift for creating emotionally engaging
characters. At the same time, they helped launch computer animation
as a viable commercial medium and serve as blueprints for the
genre's still-expanding commercial and artistic development.
Richard Neupert explores Lasseter's signature aesthetic and
storytelling strategies and details how he became the architect of
Pixar's studio style. Neupert contends that Lasseter's
accomplishments emerged from a unique blend of technical skill and
artistic vision, as well as a passion for working with
collaborators. In addition, Neupert traces the director's career
arc from the time Lasseter joined Pixar in 1984. As Neupert shows,
Lasseter's ability to keep a foot in both animation and CGI allowed
him to thrive in an unconventional corporate culture that valued
creative interaction between colleagues. The ideas that emerged
built an animation studio that updated and refined classical
Hollywood storytelling practices--and changed commercial animation
forever.
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