Writing for Animation, Comics & Games
Author: Christy Marx
Publisher: Taylor & Francis
Published: 2007
Total Pages: 250
ISBN-13: 0240805828
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Author: Christy Marx
Publisher: Taylor & Francis
Published: 2007
Total Pages: 250
ISBN-13: 0240805828
DOWNLOAD EBOOKPublisher description
Author: Tyler Weaver
Publisher: Taylor & Francis
Published: 2013-05-07
Total Pages: 290
ISBN-13: 1136145737
DOWNLOAD EBOOKIn recent years, a new market of convergence culture has developed. In this new market, one story, idea, concept, or product can be produced, distributed, appreciated, and understood by customers in a variety of different media. We are at the tipping point of this new convergence culture, and comics is a key area affected by this emerging model. In Comics for Film, Games, and Animation Tyler Weaver teaches you how to integrate comics storytelling into your own work by exploring their past, present, and future. You will explore the creation of the unique mythologies that have endured for more than seventy years, and dig into the nitty gritty of their creation, from pacing and scripting issues to collaboration. Finally, you'll gain a love and appreciation of the medium of comics, so much so that you won't be able to wait to bring that medium into your story toolbox.
Author: Tyler Weaver
Publisher: Taylor & Francis
Published: 2012
Total Pages: 290
ISBN-13: 0240823788
DOWNLOAD EBOOKTyler Weaver teaches you how to integrate comic storytelling into your own transmedia work by exploring their past, present, and future. He discusses the creation of the unique mythologies in comic stories and digs into the details of comic construction, from pacing to scripting to collaboration.
Author: Fred Van Lente
Publisher: IDW Publishing
Published: 2021-07-21
Total Pages: 132
ISBN-13: 1649360002
DOWNLOAD EBOOKFrom the team behind The Comic Book History of Comics comes the perfect companion piece telling the story of the triumphs and tragedies of the filmmakers and beloved animated characters of the past century and a half—essential for hardcore fans of the medium and noobies alike! It's all here, from Aardman to Zoetrope, Disney to Miyazaki, Hanna-Barbera to Pixar, and everything in-between! Begin in the early 1900s with J. Stuart Blackton and the first American cartoon, Winsor McCay's Gertie the Dinosaur, and Felix the Cat! Find out about Margaret Winkler, the most powerful person in early animation, and Walt Disney, who revolutionizes cartoons with sound and color! Discover how Fleischer Studios teaches us to sing "Boop-boop-a-doop" and eat our spinach, and how Warner Bros' Looney Toons rivaled Disney's Silly Symphonies! Plus, icons of animation including Hanna-Barbera, Huckleberry Hound, The Flintstones, and Ruby-Spears; the Plastic Age of toy-based TV shows including G.I. Joe, Transformers, and He-Man; and the new Golden Age of TV animation launched by The Simpsons! And go abroad to France with Émile Cohl's dynamic doodles in Fantasmagorie; to Japan, where the Imperial Navy debuts the first full-length anime as propaganda, Divine Sea Warriors, and Osamu Tezuka conquers TV as he conquered manga; and to Argentina, which beat out Snow White for the first feature length animated movie by two decades! And finally, Jurassic Park and the computer animation revolution! Post-Little Mermaid Disney, Pixar, and Studio Ghibli conquer the world! If you’ve ever wanted to know more about the history of animation but were afraid to ask, this book is especially for you!
Author: Jonathan Hennessey
Publisher: National Geographic Books
Published: 2017-10-03
Total Pages: 0
ISBN-13: 0399578900
DOWNLOAD EBOOKA complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Author: Dave McKean
Publisher: Dark Horse Comics
Published: 2018-11-06
Total Pages: 88
ISBN-13: 1506706053
DOWNLOAD EBOOKBest known for his work with Neil Gaiman and his Harvey award-winning graphic novel Cages, comes this Blu-ray collection of Dave McKean's surreal short films collected in a behind the scenes 9 x 12 hardcover book! Dave McKean's short cinema on Blu-ray included in a hardcover book featuring photos, posters, stills, drawings, and more. A must-have for McKean fans! "Dave demands his characters agonize over the meaning of life but he forces us to take the roller-coaster ride as well . . . right to the heart of the creative process--his words and drawings cascading across the page in perfectly structured cacophony. Beautiful!"--Terry Gilliam Blu-Ray includes the following short films and documentaries from Dave McKean: Week Before - 23mins - Insipired by the music of Django Reinhardt, story about two neighbors, God, and The Devil. Neon - 27mins - This film is narrated by Velvet Underground founder John Cale and was first prize winner at Clermont-Ferrand (one of most prestigous short film festivals in the world). Whack! - 14mins - Based on Mr. Punch graphic novel by Neil Gaiman and Dave McKean. Displacements - 14mins - A combination of three short films featuring Michael Moorcock, Iain Sinclair, and Ed Dorn. Dawn - 9mins - Filmed after McKeans's work on the movie Mirrormask, this short film is based on the Dark Horse Comics graphic novel Pictures that Tick, and was accepted into Clermont-Ferrand Festival Iain Ballamy & Stian Carstensen - 3 1/2 minutes - A video short of jazz musicians Iain Ballamy & Stian Carstensen. Sonnet No. 138 - 1min - An animated version of one of Shakespeare's sonnets as part of a large project to turn all of them into short films, the project was canceled and all that remains is this short film. MTV-9/11 Reason - 1min - Reason was created to play on Sept. 11th 2002, a year after the terrorist attack in New York in 2001. McKean made this image as a illustration for a memorial book published by Dark Horse, and turned it into a film shortly after. MTV-World Aids Day - 1min - McKean's short film for MTV on World Aids Day. Visitors - 15mins - Created to be a video shown during live performances for the band Food, this film was shot at the Pacific coastline at Pebble Beach, Point Lobos, Big Sur, Pacific Grove, and at the Monterrey Bay Aquarium. A short film for Adobe - 4mins - Short film to cover the making of an image, which was the cover of The Particle Tarot. Signal to Noise - 4mins - Based of his own Graphic Novel Signal to Noise. RAINDANCE 7 - 1min - Trailer/Advert for the Raindance Film Festival. KODAK: TAKE PICTURES FURTHER - 40Mins - Commissioned by Kodak to launch a new film stock, and consisted of a lavish book, featuring several photographer/ artists, and accompanying 'making of' films for each contributor. BUCKETHEAD -THE BALLAD OF BUCKETHEAD - 4.5 mins - Daves ode to the musician Buckethead Izzy - 3.5 Mins - Film dedicated to opera singer Izzy, featured on MTV's Classical Channel. Lowcraft - 1 minute - A music video made for the band Lowcraft, inspired by the artist Lorenzo Mattotti. The Old Monkey - 4 minutes - A performance by McKean of a song he wrote for jazz composer Iain Ballamy and poet Matthew Sweeney. 9 Lives: Sheepdip, Johnson and Dupree; 9 Lives: The Cathedral of Trees - 4 minutes - Two short films from a show by McKean called Nine Lives.
Author: Andreas Rauscher
Publisher: Routledge
Published: 2020-10-18
Total Pages: 371
ISBN-13: 100022421X
DOWNLOAD EBOOKThis book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
Author: Chris Robinson
Publisher: Course Technology
Published: 2007
Total Pages: 372
ISBN-13:
DOWNLOAD EBOOKFor five years, Chris Robinson wrote a monthly column for Animation World Network (AWN) called The Animation Pimp. Although it began as a way for Robinson to let off steam in his role as director of one of the world's largest animation festivals, the column quickly gained a cult following and just as quickly became a platform for the author's frank, provocative, and frequently very funny musings on the world of animation and his own life. The Animation Pimp collects the best of these pieces, which range from the nuts and bolts of running a festival to sex, death, superheroes, aesthetics, and the living dead. Robinson's unhinged prose is accompanied by some eighty drawings by the award-winning German artist and animator Andreas Hykade. In the spirit of Hunter Thompson, Nick Tosches, and Richard Meltzer, The Animation Pimp is an outrageous, funny, and ultimately truthful account of the chaos and glimmers of illumination in an art form and a life. The Animation Pimp is the first in a series of official guides published in collaboration with AWN Press. Each book covers major facets of the animation industry and offers a one-of-a-kind look into the careers of industry icons.
Author: Fred Van Lente
Publisher: Ten Speed Graphic
Published: 2020-09-22
Total Pages: 177
ISBN-13: 1984856189
DOWNLOAD EBOOKA fast-break history of basketball--from its humble beginnings to its all-time great players--featuring engaging true tales from the court and vivid, dynamic illustrations. Whether it's millionaire pros facing off in an indoor arena full of screaming fans or a lone kid shooting hoops on an outdoor court, basketball is one of the most popular and widely played sports in the world. The Comic Book Story of Basketball gives you courtside seats to the history of hoops. It chronicles the sport from its beginnings in a YMCA in Massachusetts to its current status as a beloved international game for men and women of all ages. Learn the true stories behind the college game, the street game, the women's game, and the international game, with legendary players and coaches like Dr. J, Michael Jordan, LeBron James, and Steph Curry profiled throughout.
Author: Christy Marx
Publisher: CRC Press
Published: 2012-11-12
Total Pages: 249
ISBN-13: 1136144463
DOWNLOAD EBOOKWriting for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.