Search results for: comics-for-film-games-and-animation

Comics for Film Games and Animation

Author : Tyler Weaver
File Size : 82.24 MB
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In 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.

Writing for Animation Comics and Games

Author : Christy Marx
File Size : 21.99 MB
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Writing 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.

Dracula in Visual Media

Author : John Edgar Browning
File Size : 25.42 MB
Format : PDF, Kindle
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This is a comprehensive sourcebook on the world’s most famous vampire, with more than 700 citations of domestic and international Dracula films, television programs, documentaries, adult features, animated works, and video games, as well as nearly a thousand comic books and stage adaptations. While they vary in length, significance, quality, genre, moral character, country, and format, each of the cited works adopts some form of Bram Stoker’s original creation, and Dracula himself, or a recognizable vampiric semblance of Dracula, appears in each. The book includes contributions from Dacre Stoker, David J. Skal, Laura Helen Marks, Dodd Alley, Mitch Frye, Ian Holt, Robert Eighteen-Bisang, and J. Gordon Melton.

Gaming Film

Author : Jasmina Kallay
File Size : 33.92 MB
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Gaming Film explores the growing influence of computer games on contemporary cinema. From the type of stories told to their complex structural patterns, from the changing modes of reception to innovative visual aesthetics, computer games are re-shaping the cinematic landscape in exciting directions.

Arthurian Animation

Author : Michael N. Salda
File Size : 61.86 MB
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This is an exploration of the potent blend of Arthurian legend, cartoon animation, and cultural and artistic trends from 1933 to the present. In more than 170 theatrical and televised short cartoons, televised series and specials, and feature-length films from The Sword in the Stone to Shrek the Third—all covered in this book—animators have repeatedly brought the Round Table to life. Although these productions differ greatly in tone and intent—spanning spectra from comic to sober, fantastic to realistic, and entertaining to edifying—they share in the proof of Camelot’s continuing relevance in the modern world.

Cool Careers Without College for People Who Love Manga Comics and Animation

Author : Sherri Glass
File Size : 58.53 MB
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Profiles the characteristics of and qualifications needed for twelve jobs in the comic book industry.

Machine Phase

Author : Dean Fowler
File Size : 51.65 MB
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Machine Phase: Booby Trap is an exhilarating science fiction-based graphic novel set in a future ruled by machines--a heart-stopping story combined with jaw-dropping graphics. Get a taste of what it's like to live under the rule of a beautiful, malevolent, super-intelligent machine tyrant. We get a glimpse at the twisted fate of future humans ruled by powerful machines that lust and hate; where flesh and metal collide and everyone's dying to make the perfect world! True to form, Ballistic takes this book further, with Robert Dean Fowler and his team showing us an in-depth "how-to" on the 3D art. It combines a world-beating tale with an in-depth instructional guide in which the master artists share everything from lighting tips to modeling, rigging, environment design, and texturing. Broken down into easily accessible components it shows how Fowler and his team of artists brought Machine Phase into existence along with the tools and techniques they used. Let's face it, who doesn't enjoy a science fiction-based graphic novel? This is one of the best and most affordable. It combines a timeless story with the added bonus of a large section that goes behind the scenes to see how the digital art is created. It's for lovers of science fiction, gamers, and folks who want to break into the game and film industry, to name but a few. Be entertained and educated in one exhilarating book! A must for those who don't only want a riveting science fiction story, but also want to go behind the scenes to see how the digital art is created.

Chinese Animation

Author : Rolf Giesen
File Size : 58.15 MB
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With an output of more than 250,000 minutes annually, and with roughly 5,000 producers and production units, the Chinese are leading the field of animated films. Although it is almost impossible to completely cover 90 years of filmmaking, this book provides a comprehensible introduction to the industry’s infancy, its Golden Age (Shanghai Animation Film Studio) and today’s Chinese animation (in feature films, television series and student films). There are classics such as Princess Iron Fan (made at the time of the Japanese occupation) and the color Havoc in Heaven, both starring the Monkey King Sun Wukong, as well as countless TV stars (Blue Cat, Pleasant Goat and Big Big Wolf) and many almost unknown works by young filmmakers who are not focusing on an audience of children (like most of the industry output).

Cyberarts Cybercultures Cybersocieties

Author :
File Size : 34.10 MB
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Art Inquiry

Author :
File Size : 75.19 MB
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Set the Action

Author : Elvin A. Hernandez
File Size : 89.63 MB
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Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment…whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story. Author Elvin Hernandez carries you through this sometimes dry topic with ample visuals, including a comic book narrative, and an unyielding focus on how backgrounds affect your story Apply the fundamentals with examples from all genres-animation, comics, games, and live-action films Companion website gives you multimedia examples, tools for your own drawing, like perspective grids, additional artwork, and links to more resources

The Comic Book Story of Video Games

Author : Jonathan Hennessey
File Size : 62.51 MB
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A 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.

Comic Books

Author : Shirrel Rhoades
File Size : 80.51 MB
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This book is an insider's guide to how the comic book industry works. You'll learn how comic book superheroes are created and the deeper meanings they represent. You'll follow the development of sequential art storytelling - from caveman wall paintings to modern manga and cinematic techniques. Here you will explore comics in all forms: those flimsy pamphlets we call comic books; thick graphic novels; Japanese manga; and blockbuster movies featuring epic battles between good and evil. But behind it all, you'll discover how comics are an intellectual property business, the real money found in licensed bedsheets and fast-food merchandise, heart-pounding theme park rides and collectible toys, video games, and Hollywood extravaganza featuring such popular superheroes as Spider-Man, Superman, X-Men, and Batman.

Character Mentor

Author : Tom Bancroft
File Size : 54.14 MB
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Provides advice for graphic artists on how to deepen characterizations through poses and expressions, and presents a variety of exercises, with examples of how previous artists have handled them and expert suggestions to improve the results.

Animation

Author : Maureen Furniss
File Size : 71.43 MB
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Animation—Art and Industry is an introductory reader covering a broad range of animation studies topics, focusing on both American and international contexts. It provides information about key individuals in the fields of both independent and experimental animation, and introduces a variety of topics relevant to the critical study of media—censorship, representations of gender and race, and the relationship between popular culture and fine art. Essays span the silent era to the present, include new media such as web animation and gaming, and address animation made using a variety of techniques.

Japan Close up

Author :
File Size : 23.1 MB
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Write Your Way into Animation and Games

Author : Christy Marx
File Size : 26.56 MB
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Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer. Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides: Digital Storytelling, Second Edition by Carolyn Handler Miller Animation Writing and Development by Jean Ann Wright Writing for Animation, Comics, and Games by Christy Marx Story and Simulations for Serious Games by Nick Iuppa and Terry Borst Writing for Multimedia and the Web, Third Edition by Timothy Garrand

The Joker

Author : Robert Moses Peaslee
File Size : 27.81 MB
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Along with Batman, Spider-Man, and Superman, the Joker stands out as one of the most recognizable comics characters in popular culture. While there has been a great deal of scholarly attention on superheroes, very little has been done to understand supervillains. This is the first academic work to provide a comprehensive study of this villain, illustrating why the Joker appears so relevant to audiences today. Batman’s foe has cropped up in thousands of comics, numerous animated series, and three major blockbuster feature films since 1966. Actually, the Joker debuted in DC comics Batman 1 (1940) as the typical gangster, but the character evolved steadily into one of the most ominous in the history of sequential art. Batman and the Joker almost seemed to define each other as opposites, hero and nemesis, in a kind of psychological duality. Scholars from a wide array of disciplines look at the Joker through the lens of feature films, video games, comics, politics, magic and mysticism, psychology, animation, television, performance studies, and philosophy. As the first volume that examines the Joker as complex cultural and cross-media phenomenon, this collection adds to our understanding of the role comic book and cinematic villains play in the world and the ways various media affect their interpretation. Connecting the Clown Prince of Crime to bodies of thought as divergent as Karl Marx and Friedrich Nietzsche, contributors demonstrate the frightening ways in which we get the monsters we need.

Plunkett s Entertainment Media Industry Almanac

Author :
File Size : 37.85 MB
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Plunkett s Entertainment Media Industry Almanac

Author : Jack W. Plunkett
File Size : 41.72 MB
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The electronic age is bringing sweeping changes to entertainment and media of all kinds, including publishing, broadcasting and film. Multimedia, the Internet and other digital media outlets for entertainment and information are being refined at a rapid rate. Media giants are merging and making big acquisitions. This book covers these exciting developments and provides profiles on hundreds of leading firms in film, radio, television, cable, new media, and publishing of all types including books, magazines and newspapers. It contains thousands of contacts for business and industry leaders, industry associations, Internet sites and other resources. You'll get in-depth profiles of the "Entertainment & Media 400," our own unique list of companies that are the leaders in this field. Here you'll find complete profiles of the hot companies that are making news today, the 400 largest, most successful corporations in all facets of the Entertainment and Media Business, from broadcasters to film production companies, casino operators to theme park companies, publishers of books and magazines to video game designers, and much more. Our corporate profiles include executive contacts, growth plans, financial records, address, phone, fax, competitive advantage and much more. This innovative book offers 545 pages of unique information, all indexed and cross-indexed more for each firm! Our industry analysis section provides an exceptional discussion of business and market trends. The book includes statistical tables covering revenues for several industry sectors. Purchasers of either the book or PDF version can receive a free copy of the company profiles database on CD-ROM, enabling key word search and export of key data.