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A survey of animation, its history, techniques, animators of the past and present, careers, and how to do it yourself.
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Animation is a limitless medium for telling stories. Artists can create worlds, defy gravity, flip from factual to fantasy, and transport audiences to places they never imagined. The challenge is having the discipline to reel it in and be intentional about your storytelling choices. This book shows you how.In Animated Storytelling, you’ll learn how to create memorable stories using animation and motion graphics by following 10 simple guidelines that take you through the stages of concept development, pre-production, storyboarding, and design. Award-winning animator Liz Blazer uses clear examples and easy-to-follow exercises to provide you with the instruction, encouragement, and tools you need to get your designs moving.Whether your goal is to create exciting shorts for film festivals, effective messaging for broadcast or online, or simply to gain a deeper understanding of the medium, Animated Storytelling simplifies the process of creating clear and engaging stories for animation and motion graphics so you can get started easily.In Animated Storytelling, you’ll learn how to: Write a creative brief for your project Find and communicate your story’s big idea Create a tight story using linear and nonlinear story structures Use color to clarify and enrich your story Define the rules for your animated world, and commit to them Ease into the challenging task of animation Make the work you want to be hired to do Share your work with the world!
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Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Taking Neon Genesis Evangelion (Shin Seiki Evangerion) as a case study, this volume acknowledges anime as a media form with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses.;First broadcast in Japan in 1995-96, Neon Genesis Evangelion became an epoch-making anime, and later franchise. The initial series used already available conventions, visual resources and narrative tropes typical of anime in general and the mecha (or giant-robot) genre in particular, but at the same time it subverted and reinterpreted them in a highly innovative and as such standard-setting way.;Investigating anime through Neon Genesis Evangelion this volume takes a broadly understood media-aesthetic and media-cultural perspective, which pertains to medium in the narrow sense of technology, techniques, materials, and semiotics, but also mediality and mediations related to practices and institutions of production, circulation, and consumption. In no way intended to be exhaustive, this volume attests to the emergence of anime studies as a field in its own right, including but not prioritizing expertise in film studies and Japanese studies, and with due regard to the most widely shared critical publications in Japanese and English language. Thus, the volume provides an introduction to studies of anime, a field that necessarily interrelates media-specific and transmedial aspects.;In Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion, anime is addressed from a transnational and transdisciplinary stance. The disciplinary and methodological perspectives taken by the individual chapters range from audio-visual culture, narratology, performance and genre theory to fandom studies and gender studies. In its first part, the book focuses on textual analysis and media form in the narrow sense with regard to filmic media, bank footage, voice acting and musical score, and then it broadens the scope to consider subcultural discourse, franchising, manga and video game adaptations, as well as critical and affective user engagement.
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Cet ouvrage est issu du colloque annuel organisé en 2017 par l'équipe du département Carrières Sociales de l'IUT Bordeaux Montaigne - en lien avec l'un des axes de travail de l'équipe de recherche de l'UMR CNRS Passages -, sur le thème de la Médiation et de ses articulations avec l'Animation Socioculturelle. Dans un contexte où le champ de l'Animation multiplie ses pratiques et diversifie ses activités, les pratiques de médiations constituent elles-mêmes un ensemble fragmenté, divisé en segments plus ou moins (re)connus et structurés, à l'instar des médiations familiale, culturelle, interculturelle, pénale, sociale, etc. De fait, les analyses de la médiation ne cessent de souligner la polysémie et la plasticité du terme, la diversité des tâches et la multiplication des usages, proportionnelles à l'engouement qu'elle suscite dans des champs d'activités très différents. Pour autant, les nombreuses acceptions de la médiation - qui incitent certains à parler « des » médiations - n'obèrent pas son opérationnalité, notamment dans le champ socioculturel. A travers une réflexion construite sur des exemples issus des pratiques des professionnels de l'animation et de la médiation tout autant que sur des travaux de chercheurs, l'ouvrage tente ainsi de démêler et d'analyser les rapports entre ces deux univers de l'intervention sociale qui parfois se rejoignent dans une dilution constructive, parfois se disjoignent chacun défendant sa propre identité et spécificité.
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Sadly the days of the traditional studio apprenticeship in animation are long gone but this book enables the reader to find the next best thing, watching and observing a Master Animator at work. Become Tony White's personal animation apprentice, and experience the golden era of the great Disney and Warner Brothers studios right in your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. It offers a DVD with animated movies and filmed excerpts of the author at his drawing board to illustrate the conce
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