Author: Tyler Weaver
Publisher: Taylor & Francis
ISBN: 1136145737
Category : Computers
Languages : en
Pages : 290
Book Description
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.
Comics for Film, Games, and Animation
Author: Tyler Weaver
Publisher: Taylor & Francis
ISBN: 1136145737
Category : Computers
Languages : en
Pages : 290
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1136145737
Category : Computers
Languages : en
Pages : 290
Book Description
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
Publisher: Taylor & Francis
ISBN: 1136144455
Category : Computers
Languages : en
Pages : 250
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1136144455
Category : Computers
Languages : en
Pages : 250
Book Description
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.
The Comic Book History of Animation: True Toon Tales of the Most Iconic Characters, Artists and Styles!
Author: Fred Van Lente
Publisher: IDW Publishing
ISBN: 1649360002
Category : Comics & Graphic Novels
Languages : en
Pages : 132
Book Description
From 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!
Publisher: IDW Publishing
ISBN: 1649360002
Category : Comics & Graphic Novels
Languages : en
Pages : 132
Book Description
From 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!
Set the Action!
Author: Elvin A. Hernandez
Publisher: Taylor & Francis
ISBN: 0240820533
Category : Art
Languages : en
Pages : 242
Book Description
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.
Publisher: Taylor & Francis
ISBN: 0240820533
Category : Art
Languages : en
Pages : 242
Book Description
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.
Comics for Film, Games, and Animation
Author: Tyler Weaver
Publisher: Taylor & Francis
ISBN: 0240823788
Category : Art
Languages : en
Pages : 290
Book Description
Tyler 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.
Publisher: Taylor & Francis
ISBN: 0240823788
Category : Art
Languages : en
Pages : 290
Book Description
Tyler 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.
Write Your Way into Animation and Games
Author: Christy Marx
Publisher: Taylor & Francis
ISBN: 1136131493
Category : Computers
Languages : en
Pages : 408
Book Description
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
Publisher: Taylor & Francis
ISBN: 1136131493
Category : Computers
Languages : en
Pages : 408
Book Description
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
Comics and Videogames
Author: Andreas Rauscher
Publisher: Routledge
ISBN: 100022421X
Category : Comics & Graphic Novels
Languages : en
Pages : 371
Book Description
This 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.
Publisher: Routledge
ISBN: 100022421X
Category : Comics & Graphic Novels
Languages : en
Pages : 371
Book Description
This 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.
Action! Cartooning
Author:
Publisher: Sterling Publishing Company, Inc.
ISBN: 9780806987392
Category : Art
Languages : en
Pages : 100
Book Description
Written and illustrated by a former Marvel Comics' artist with brilliant hand-done images throughout, this graphic handbook to cartooning focuses on superheroes and their atmospheric world filled with speed and movement.
Publisher: Sterling Publishing Company, Inc.
ISBN: 9780806987392
Category : Art
Languages : en
Pages : 100
Book Description
Written and illustrated by a former Marvel Comics' artist with brilliant hand-done images throughout, this graphic handbook to cartooning focuses on superheroes and their atmospheric world filled with speed and movement.
Fantastic Tales of Nothing
Author: Alejandra Green
Publisher: HarperCollins
ISBN: 0062839497
Category : Juvenile Fiction
Languages : en
Pages : 324
Book Description
In the first book of this full-color fantasy graphic novel series filled with humor and hijinks, the fate of the land of Nothing hinges on Nathan and an unlikely team of magical beings to save the day—perfect for fans of Amulet and Estranged. Welcome to Nothing! Despite its name, this is a fantastic land where humans and magical volken coexist peacefully—at least they try . . . This is the tale of Nathan, an ordinary human (or so he thinks) living an ordinary life (or so he wishes). Everything changes when he meets Haven, a mysterious creature who is neither human nor volken. Oh, and the two of them are being chased by volken mercenaries—a grumpy wolf named Bardou and a delightful crow named Sina. Nathan soon learns he has mysterious powers, even though humans aren’t supposed to have magic. But there’s no time to dwell on that because this discovery sets the group on a perilous quest across windswept terrain, through haunted forests, and in ancient tombs. Nathan and his unlikely friends must prevent an impending war and defeat a dark evil to save their land. No pressure, of course. If they fail, everything will turn into, well . . . nothing.
Publisher: HarperCollins
ISBN: 0062839497
Category : Juvenile Fiction
Languages : en
Pages : 324
Book Description
In the first book of this full-color fantasy graphic novel series filled with humor and hijinks, the fate of the land of Nothing hinges on Nathan and an unlikely team of magical beings to save the day—perfect for fans of Amulet and Estranged. Welcome to Nothing! Despite its name, this is a fantastic land where humans and magical volken coexist peacefully—at least they try . . . This is the tale of Nathan, an ordinary human (or so he thinks) living an ordinary life (or so he wishes). Everything changes when he meets Haven, a mysterious creature who is neither human nor volken. Oh, and the two of them are being chased by volken mercenaries—a grumpy wolf named Bardou and a delightful crow named Sina. Nathan soon learns he has mysterious powers, even though humans aren’t supposed to have magic. But there’s no time to dwell on that because this discovery sets the group on a perilous quest across windswept terrain, through haunted forests, and in ancient tombs. Nathan and his unlikely friends must prevent an impending war and defeat a dark evil to save their land. No pressure, of course. If they fail, everything will turn into, well . . . nothing.
Handbook of Comics and Graphic Narratives
Author: Sebastian Domsch
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110446960
Category : Comics & Graphic Novels
Languages : en
Pages : 646
Book Description
Whether one describes them as sequential art, graphic narratives or graphic novels, comics have become a vital part of contemporary culture. Their range of expression contains a tremendous variety of forms, genres and modes − from high to low, from serial entertainment for children to complex works of art. This has led to a growing interest in comics as a field of scholarly analysis, as comics studies has established itself as a major branch of criticism. This handbook combines a systematic survey of theories and concepts developed in the field alongside an overview of the most important contexts and themes and a wealth of close readings of seminal works and authors. It will prove to be an indispensable handbook for a large readership, ranging from researchers and instructors to students and anyone else with a general interest in this fascinating medium.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110446960
Category : Comics & Graphic Novels
Languages : en
Pages : 646
Book Description
Whether one describes them as sequential art, graphic narratives or graphic novels, comics have become a vital part of contemporary culture. Their range of expression contains a tremendous variety of forms, genres and modes − from high to low, from serial entertainment for children to complex works of art. This has led to a growing interest in comics as a field of scholarly analysis, as comics studies has established itself as a major branch of criticism. This handbook combines a systematic survey of theories and concepts developed in the field alongside an overview of the most important contexts and themes and a wealth of close readings of seminal works and authors. It will prove to be an indispensable handbook for a large readership, ranging from researchers and instructors to students and anyone else with a general interest in this fascinating medium.