Author: Frank Thomas
Publisher: Disney Editions
Release Date: 1995-10-05
An out-of-print collector's item since 1986, the definitive account of the development of Disney animation explains what made Disney's style unique and features original sketches and drawings revealing the origins of Mickey and the rest. National ad/promo.
Author: Alan Cholodenko
Publisher: University of Illinois Press
Release Date: 2007
Genre: Performing Arts
Collection of 16 essays on post-World War II animation in Japan and the United States, generated by "The Life of Illusion," Australia's second international conference on animation, held in Sydney Mar. 3-5, 1995.
Author: Richard Williams
Release Date: 2012-09-25
The Academy Award-winning artist behind Who Framed Roger Rabbit? draws on his master instruction classes to demonstrate essential techniques required of animators of any skill level or method, in an updated edition that provides expanded coverage of such topics as animal gaits and live action. Simultaneous.
Author: Chris Pallant
Publisher: Bloomsbury Publishing USA
Release Date: 2011-07-28
Genre: Performing Arts
Demystifying Disney: A History of Disney Feature Animation provides a comprehensive and thoroughly up-to-date examination of the Disney studio's evolution through its animated films. In addition to challenging certain misconceptions concerning the studio's development, the study also brings scholarly definition to hitherto neglected aspects of contemporary Disney. Through a combination of economic, cultural, historical, textual, and technological approaches, this book provides a discriminating analysis of Disney authorship, and the authorial claims of others working within the studio; conceptual and theoretical engagement with the constructions of 'Classic' Disney, the Disney Renaissance, and Neo-Disney; Disney's relationship with other studios; how certain Disney animations problematise a homogeneous reading of the studio's output; and how the studio's animation has changed as a consequence of new digital technologies. For all those interested in gaining a better understanding of one of cinema's most popular and innovative studios, this will be an invaluable addition to the existing literature.
Author: Don Hahn
Publisher: Random House Disney
Release Date: 1999
Genre: Juvenile Nonfiction
A kit from the leaders in animation film production includes a brief history of the art and the people that make it possible, step-by-step instructions for creating your own animation, flip books, a zoetrope, colored markers, and more.
Author: Stephen Cavalier
Release Date: 2011
Genre: Performing Arts
A lavishly illustrated volume with 250 color images traces the full history of animation from its very inception, looking at examples of the most groundbreaking work from around the globe and describing how animation technique has improved over the years.
Author: Borko Furht
Publisher: Springer Science & Business Media
Release Date: 2010-03-10
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.