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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Winner of the 2017 McLaren-Lambart Award for Best Book on the Subject of Animation Studying landscape in cinema isn't quite new; it'd be hard to imagine Woody Allen without New York, or the French New Wave without Paris. But the focus on live-action cinema leaves a significant gap in studying animated films. With the almost total pervasiveness of animation today, this collection provides the reader with a greater sense of how the animated landscapes of the present relate to those of the past. Including essays from international perspectives, Animated Landscapes introduces an idea that has seemed, literally, to be in the background of animation studies. The collection provides a timely counterpoint to the dominance of character (be that either animated characters such as Mickey Mouse or real world personalities such as Walt Disney) that exists within animation scholarship (and film studies more generally). Chapters address a wide range of topics including history, case studies in national contexts (including Australia, Japan, China and Latvia), the traversal of animated landscape, the animation of fantastical landscapes, and the animation of interactive landscapes. Animated Landscapes promises to be an invaluable addition to the existing literature, for the most overlooked aspect of animation.
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.
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.
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.
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.
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 of digital circuitry and the 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.
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
In a world that is dominated by computer images, alternative stop motion techniques like pixilation, time-lapse photography and down-shooting techniques combined with new technologies offer a new, tangible and exciting approach to animation. With over 25 years professional experience, industry veteran, Tom Gasek presents a comprehensive guide to stop motion animation without the focus on puppetry or model animation. With tips, tricks and hands-on exercises, Frame by Frame will help both experienced and novice filmmakers get the most effective results from this underutilized branch of animation. Practical insight and inspiration from leading filmmakers like PES (Western Spaghetti Creator, Time Magazine's #2 Viral Video of 2008), Dave Borthwick, of the Bolex Brothers and more! The accompanying website will include further content driven examples, indexes of stop motion software, a recommended film list and tools and resources for the beginner and intermediate stop motion artist, animators and filmmakers.
"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.
This guide seeks to teach those unable to afford animation training or looking to find an alternate path. "The Guerrilla Guide to Animation" aims to provide the outsider, the anarchist or the rebel guidance into the world of 2D animation. While there are many texts available on animation, the cheats and unconventional methods included here set "The Guerrilla Guide to Animation" apart from the others. By including an instructional and anecdotal section, Santucci gives the reader a DIY guide on everything from using the correct animation terms to setting up your own studio - even by building equipment yourself - and a chance to walk in the shoes of someone who's been there and done that.Provocatively written, the author's experience in directing and teaching makes him the perfect source for all of those would be animators out there. A great combination of in-depth knowledge and years of personal success and failure, "The Guerrilla Guide to Animation" is a unique resource for those who want to do animation their own way.
Animation Art and Industry is an introductory reader covering a broad range of animation studies topics, focusing on both American and international contexts. It provides information about key individuals in the fields of both independent and experimental animation, and introduces a variety of topics relevant to the critical study of media censorship, representations of gender and race, and the relationship between popular culture and fine art. Essays span the silent era to the present, include new media such as web animation and gaming, and address animation made using a variety of techniques."
Cartoonists and animators have given animals human characteristics for so long that audiences are now accustomed to seeing Bugs Bunny singing opera and Mickey Mouse walking his dog Pluto. The Animated Bestiary critically evaluates the depiction of animals in cartoons and animation more generally. Paul Wells argues that artists use animals to engage with issues that would be more difficult to address directly because of political, religious, or social taboos. Consequently, and principally through anthropomorphism, animation uses animals to play out a performance of gender, sex and sexuality, racial and national traits, and shifting identity, often challenging how we think about ourselves. Wells draws on a wide range of examples, from the original King Kong to Nick Park's Chicken Run to Disney cartoons such as Tarzan, The Jungle Book, and Brother Bear to reflect on people by looking at the ways in which they respond to animals in cartoons and films.
Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results. Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies, practical assignments and industry interviews ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals. * A title that unites classic principles of Action Analysis with contemporary workflows. Apply the practices of action analysis to any animaton process. * Extensive illustrations of people and animals in motion that break down the action of animals and humans in a step-by-step manner. * Tips included throughout the book on how to capture motion and analyse action. * Detailed case studies illustrated with line drawings, diagrams, photographs and live action footage, integrate real world examples with practical knowledge. * DVD included as a resource for amateur and experience animators, featuring Short Animations and Live Action examples juxtaposed with stills of animals and humans in motion.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com Walt Disney's Snow White and the Seven Dwarfs (David Hand, 1937) occupies a central place within the history of global animation. Based on the German fairy tale by the Brothers Grimm, the film was the first feature-length animated film produced by the Disney Studio and served to announce the animated cartoon as an industrial art form. Yet Disney's landmark version not only set in motion the Golden Age of the Hollywood cartoon, but has continued to stand as an international sensation, prompting multiple revisions and remakes within a variety of national filmmaking contexts. This book explores the enduring qualities that have marked Snow White's influence and legacy, providing a collection of original chapters that reflect upon its pioneering use of technology and contributions to animation's visual style, the film's reception within an American context, and its status as a global cultural phenomenon.
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's three-volume Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Features include: Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for Volume I traces the roots and predecessors of modern animation, the history behind Emile Cohl's Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. Volume II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. Volume III catches you up to speed on the state of animation from 1991 to present. Although characterized by such trends as economic globalization, the expansion of television series, emerging markets in countries like China and India, and the consolidation of elitist auteur animation, the story of contemporary animation is still open to interpretation. With an abundance of first-hand research and topics ranging from Nickelodeon and Pixar to modern Estonian animation, this book is the most complete record of modern animation on the market.
Song lyrics fly across the screen in time to music. A globe spins and zooms into a war-torn country. Money rises from a screen to explain an economic situation. Now, more than ever, we are surrounded by these motion graphics on our TV and cinema screens, on our smartphones, computers, and tablets, on Main Street and in our galleries. Motion Graphics: Principles and Processes from the Ground Up is your introduction to the core principles of the discipline, whether your background or ambitions lie in animation, graphic design, film production, or visual effects. Ian Crook and Peter Beare provide you with a wide understanding of the key concepts and techniques that will help you plan, develop and produce your own creative projects.
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history. Key Features Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for
Ranging from the playful, to the fact-filled, and to the thoughtful, this collection tracks the fortunes of Walt Disney's flagship character. From the first full-fledged review of his screen debut in November 1928 to the present day, Mickey Mouse has won millions of fans and charmed even the harshest of critics. Almost half of the eighty-one texts in "A Mickey Mouse Reader" document the Mouse's rise to glory from that first cartoon, "Steamboat Willie," through his seventh year when his first color animation, "The Band Concert," was released. They include two important early critiques, one by the American culture critic Gilbert Seldes and one by the famed English novelist E. M. Forster. Articles and essays chronicle the continued rise of Mickey Mouse to the rank of true icon. He remains arguably the most vivid graphic expression to date of key traits of the American character--pluck, cheerfulness, innocence, energy, and fidelity to family and friends. Among press reports in the book is one from June 1944 that puts to rest the urban legend that "Mickey Mouse" was a password or code word on D-Day. It was, however, the password for a major pre-invasion briefing. Other items illuminate the origins of "Mickey Mouse" as a term for things deemed petty or unsophisticated. One piece explains how Walt and brother Roy Disney, almost single-handedly, invented the strategy of corporate synergy by tagging sales of Mickey Mouse toys and goods to the release of Mickey's latest cartoons shorts. In two especially interesting essays, Maurice Sendak and John Updike look back over the years and give their personal reflections on the character they loved as boys growing up in the 1930s.
You've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her move. Sure, there are mechanics involved in that movement, but what's most important is the emotion and drama you convey through her motions. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Motion Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of "animation apprentices." His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Motion Mentor is an apprenticeship in a book. Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Buck Lewis (Disney/Dreamworks), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and othe companies.
Digital technology has made animation simpler, faster, and easier
than ever before. New tools have broadened the palette available to
both beginners and experienced animators. "Basics Animation:
Digital Animation" looks at the history of the medium, charting its
progress by looking at specific examples that document the growth
and development of the form over the past fifty years. With
contributions from pioneers of the medium as well as today's
leading animators in movies, games, and television, "Digital
Animation" is an animated look at animation yesterday and today.
For more than sixty years, Bill Hanna has made entertaining children and the young at heart his "business." In "A Cast of Friends," he offers an engaging look at his decades in animation and at the people who helped make it all possible. Hanna shares his memories of the tough and wild years at the beginning of animation, working with such legendary colleagues as Tex Avery and Friz Freleng. He describes as only he can the hard work and determination it took to make Hanna-Barbera Productions a success, with unforgettable behind-the-scenes stories of Daws Butler, Alan Reed, Mel Blanc, Casey Kasem, and other voiceover magicians. Throughout it all, he was determined to be a family man with his wife and their two children, to live a life different from Hollywood standards--and this adds a singularly personal aspect to Hanna's very special insider's look at the history of animation.
* Covers the entire process of creating animated films in an accessible and approachable way. * Includes colour-coded exercises to help readers practice the theories explained within. * Heavily illustrated with full colour images.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Princess Mononoke (1997) is one of anime's most important films. Hayao Miyazaki's epic fantasy broke domestic box office records when it came out in Japan, keeping pace with the success of Hollywood films like Titanic (1997). Princess Mononoke was also the first of Studio Ghibli's films to be distributed outside Japan as part of a new deal with Disney subsidiary Buena Vista International. Coinciding with the 20th anniversary of the release of the film, Rayna Denison curates this new collection to critically reflect on Princess Mononoke's significance within and beyond Japanese culture. The collection investigates the production, and re-production, processes involved in the making of Princess Mononoke into a global phenomenon and reevaluates the film's significance within a range of global markets, animation techniques, and cultures. In revisiting this undeniably important film, the collection sheds light on the tensions within anime and the cultural and social issues that Princess Mononoke explores, from environmental protection to globalization to the representation of marginalized groups. In this remarkable new collection, Princess Mononoke is examined as a key player during a major turning point in Japanese animation history. |
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