Independently Animated


Book Description

Presents the life of the independent cartoonist and animator, including his childhood influences, experiences as an Oscar nominee, and reaction to an offer to work for Disney.--




Independently Animated


Book Description

Presents the life of the independent cartoonist and animator, including his childhood influences, experiences as an Oscar nominee, and reaction to an offer to work for Disney.--




Animation Unlimited


Book Description

Disc characteristics : DVD Region 4.




Life, Animated


Book Description

Now an award winning motion picture! Imagine being trapped inside a Disney movie and having to learn about life mostly from animated characters dancing across a screen of color. A fantasy? A nightmare? This is the real-life story of Owen Suskind, the son of the Pulitzer Prize-winning journalist Ron Suskind and his wife, Cornelia. An autistic boy who couldn't speak for years, Owen memorized dozens of Disney movies, turned them into a language to express love and loss, kinship, brotherhood.The family was forced to become animated characters, communicating with him in Disney dialogue and song; until they all emerge, together, revealing how, in darkness, we all literally need stories to survive. This edition has been updated with additional material from the Suskind family.




Independent Animation


Book Description

With the advent of advanced hand-held technology and the widespread nature of the internet, the world of animated filmmaking is more exciting and accessible than ever. Due to this cultural and technological development, the success of independent animated film makers is on the rise. Independent Animation showcases some of the greatest, most innovated giants in the field and helps guide readers through the artistic process and production techniques. Story development, casting, color, distribution, and the intimidating aspects of production are elucidated using various examples from all over the world. Readers will also explore the changing nature of the audiences’ relationship with animation, granting firsthand guidance in navigating the diverse fields of animated film-making. Key Features Covers the entire process of creating an independent animated film, from story development and casting to editing and distribution Features input from some of the industry’s most noteworthy animation talents and exclusive insight into their working processes Additional resources and interviews available through a special section of Skwigly Online Animation Magazine




Directing Animation


Book Description

Both experienced and aspiring animation professionals will find Directing Animation a comprehensive and entertaining guide to understanding the director’s creative role in managing the entire animation process. An animation director doesn’t simply direct animation. He or she directs people who animate and must be equally able to relate to the crew, producers, writers, creators, and clients. Readers will learn how to: -- direct commercials, TV series, feature films, and Web features and series -- land their first big directorial break -- create realistic schedules and pipelines -- assemble the best crew for any job -- motivate animators and crew members -- give constructive feedback and notes -- maintain good relationships with producers, creators, writers, and network executives. In addition to over eighty photographs and illustrations, Directing Animation includes insider tips and firsthand experience from animators, directors, and producers, revealing the best ways to manage the production process while creating a workplace that is both efficient and fun. Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.




Computer Facial Animation


Book Description

This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to t




Who's who in Animated Cartoons


Book Description

Looks at the lives and careers of more than three hundred animators.




How to Make Animated Films


Book Description

Become Tony White's personal animation student. Experience many of the teaching techniques of the golden era of Disney and Warner Brothers studios and beyond.all from the comfort of your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. How to Make Animated Films offers secrets and unique approaches only a Master Animator could share. Includes hands-on Tutorials, demonstrations and final sample animations. . Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The downloadable resources are invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies.




Learning Java with Games


Book Description

This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts. Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is. After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture.