50 years ago, Walt Disney utterly transformed the concept of outdoor entertainment venues. Using his innate talent for combining disparate skills and personalities, he assembled a creative team that blended imagination with engineering and called them 'Imagineers'. Kurtti introduces a core group of the originators of Disneyland and the other Disney parks. He explores their individual relationships with Walt and each other, their creative breakthroughs and failure, their rivalries and professional politics. Lavishly illustrated with rare never-before-seen photos.
Walt Disney is an American hero--the creator of Mickey Mouse, and a man who changed the face of American culture. After years of research, with the full cooperation of the Disney family and access to private papers and letters, Bob Thomas produced the definitive biography of the man behind the legend--the unschooled cartoonist from Kansas City who went bankrupt on his first movie venture but became the genius who produced unmatched works of animation. Complete with a rare collection of photographs, Bob Thomas' biography is a fascinating and inspirational work that captures the spirit of Walt Disney.
The dawning era of nanotechnology promises to transform life as we know it. Visionary scientists are engineering materials and devices at the molecular scale that will forever alter the way we think about our technologies, our societies, our bodies, and even reality itself. Colin Milburn argues that the rise of nanotechnology involves a way of seeing that he calls “nanovision.” Trekking across the technoscapes and the dreamscapes of nanotechnology, he elaborates a theory of nanovision, demonstrating that nanotechnology has depended throughout its history on a symbiotic relationship with science fiction. Nanotechnology’s scientific theories, laboratory instruments, and research programs are inextricable from speculative visions, hyperbolic rhetoric, and fictional narratives. Milburn illuminates the practices of nanotechnology by examining an enormous range of cultural artifacts, including scientific research articles, engineering textbooks, laboratory images, popular science writings, novels, comic books, and blockbuster films. In so doing, he reveals connections between the technologies of visualization that have helped inaugurate nano research, such as the scanning tunneling microscope, and the prescient writings of Robert A. Heinlein, James Blish, and Theodore Sturgeon. He delves into fictive and scientific representations of “gray goo,” the nightmare scenario in which autonomous nanobots rise up in rebellion and wreak havoc on the world. He shows that nanoscience and “splatterpunk” novels share a violent aesthetic of disintegration: the biological body is breached and torn asunder only to be refabricated as an assemblage of self-organizing machines. Whether in high-tech laboratories or science fiction stories, nanovision deconstructs the human subject and galvanizes the invention of a posthuman future.
Think of your favourite moments and characters in Disney films from the thirties to the seventies and chances are most were animated by one of Walt Disney's 'Nine Old Men'. Through the span of their careers, these nine highly skilled animators, with widely differing artistic gifts, viewpoints, personalities and ambitions, exhibited an unparalleled loyalty to their employer. In this book, noted film historian John Canemaker brings to life the team whose combined individual genius defined the art of character animation. Illustrated in full-colour throughout.
This book addresses Disney parks using performance theory. Few to no scholars have done this to date—an enormous oversight given the Disney parks’ similarities to immersive theatre, interpolation of guests, and dramaturgical construction of attractions. Most scholars and critics deny agency to the tourist in their engagement with the Disney theme park experience. The vast body of research and journalism on the Disney “Imagineers”—the designers and storytellers who construct the park experience—leads to the misconception that these exceptional artists puppeteer every aspect of the guest’s experience. Contrary to this assumption, Disney park guests find a range of possible reading strategies when they enter the space. Certainly Disney presents a primary reading, but generations of critical theory have established the variety of reading strategies that interpreters can employ to read against the text. This volume of twelve essays re-centers the park experience around its protagonist: the tourist.
Includes full descriptions of all Donald Duck, Mickey Mouse, Pluto, and Goofy cartoons; the story of Mickey's birth; the Disney Channel Premiere films and Disney television shows; the Disney parks; Disney Academy Awards and Emmy Awards; the Mouseketeers throughout the years; and details of Disney company personnel and primary actors.
Designing Disney sets into history and puts into context the extraordinary contributions of the late John Hench, who, at the age of 94, still came into his office at Imagineering each day. His principles of theme park design, character design, and use of color made him a legendary figure, not only for Disney fans but also for students and aficionados of architecture, engineering, and design. Designing Disney reveals the magic behind John’s great discoveries and documents his groundbreaking in several key areas: “Design Philosophy” examines the values, attitudes, aesthetics, and logic that went into the original concepts for Disney theme parks. In “The Art of the Show” and “The Art of Color,” Hench reveals the essence of what makes the parks work so well. And in “The Art of Character,” he lets the reader in on the how and why of the Disney characters’ inherent popularity—their timeless human traits, archetypal shape and gestures that suggest these qualities graphically, and their emotional resonance in our lives.
A dozen female Imagineers recount their trailblazing careers! Capturing an era--and preserving the stories they have told their daughters, their mentees, their husbands, and their friends--a dozen women Imagineers have written personal stories from their decades designing and building the Disney world-wide empire of theme parks. Illustrated with the women's personal drawings and photos in addition to archival Imagineering images, the book represents a broad swath of Imagineering's creative disciplines during a time of unprecedented expansion. Intertwined with memories of Disney legends are glimpses of what it takes behind the scenes to create a theme park, and the struggles unique to women who were becoming more and more important, visible and powerful in a workplace that was overwhelmingly male. Each chapter is unique, from a unique Imagineer's perspective and experience. These women spent their careers telling stories in three dimensions for the public. Now they've assembled their stories in print, with the hope that their experiences will continue to entertain and illuminate.
This fiendishly fun 48-page handbook features the villains everyone loves to hate. The sinister lineup includes such baddies as Cruella De Vil, Lady Tremaine, Captain Hook, Madame Medusa, The Evil Queen, Maleficent, Yzma, Gaston, Ursula, and Jafar. Inside you'll find hilarious dossiers and revealing information on each twisted villain, with removable documents like Gaston's report card from the Village Grade School, a flowchart from Ursula that plots her rise to Ruler of the Sea, Maleficent's favorite clothing catalog, Fearsome Fashions, and more! Moo-whah-hah-hah!