Author: Susan Amerikaner
Publisher: RH/Disney
ISBN: 0385388985
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
Disney's Wreck-It Ralph is a computer-animated feature film about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade! This Step 2 reader based on the film is perfect for kids ages 4-6.
The Art of Wreck-It Ralph
Author: Jennifer Lee
Publisher: Chronicle Books
ISBN: 1452147620
Category : Performing Arts
Languages : en
Pages : 163
Book Description
In Wreck-It Ralph, Disney's expert team of concept, visual development and story artists explore the hidden world of video games from classic 8-bit arcade games to the most modern and inventive offerings of the digital age. At the center of this hilarious and wildly original video-game-hopping adventure is Wreck-It Ralph, an arcade game bad guy who breaks all the rules when he sets off on a mission to prove he can be good. The Art of Wreck-It Ralph captures the fresh artistic vision of the film and the aesthetic journey of the filmmakers through interviews with the film's many artists, including a foreword by director Rich Moore and a preface by John Lasseter. Illustrated with character sketches, storyboards, visual development paintings, colorscripts, and more, this behind-the-scenes look at Disney's latest 3-D animated epic is a treat for video game and animation lovers alike.
Publisher: Chronicle Books
ISBN: 1452147620
Category : Performing Arts
Languages : en
Pages : 163
Book Description
In Wreck-It Ralph, Disney's expert team of concept, visual development and story artists explore the hidden world of video games from classic 8-bit arcade games to the most modern and inventive offerings of the digital age. At the center of this hilarious and wildly original video-game-hopping adventure is Wreck-It Ralph, an arcade game bad guy who breaks all the rules when he sets off on a mission to prove he can be good. The Art of Wreck-It Ralph captures the fresh artistic vision of the film and the aesthetic journey of the filmmakers through interviews with the film's many artists, including a foreword by director Rich Moore and a preface by John Lasseter. Illustrated with character sketches, storyboards, visual development paintings, colorscripts, and more, this behind-the-scenes look at Disney's latest 3-D animated epic is a treat for video game and animation lovers alike.
Wreck-It Ralph Read-Along Storybook
Author: Disney Books
Publisher: Disney Electronic Content
ISBN: 1423180895
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
Jump into the action of the latest Walt Disney Animation Studios film Wreck-It Ralph with this exciting audio-enhanced eBook! Video-game bad guy Wreck-It Ralph wants to be as beloved as his game’s good guy, Fix-It Felix. But when Ralph tries to prove he’s a hero by winning a video game medal, his actions spell disaster for the entire arcade! Featuring sound effects and the voices of John C. Reilly, Sarah Silverman, Jack McBrayer, and Jane Lynch, this thrilling read-along brings the action of Wreck-It Ralph to life!
Publisher: Disney Electronic Content
ISBN: 1423180895
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
Jump into the action of the latest Walt Disney Animation Studios film Wreck-It Ralph with this exciting audio-enhanced eBook! Video-game bad guy Wreck-It Ralph wants to be as beloved as his game’s good guy, Fix-It Felix. But when Ralph tries to prove he’s a hero by winning a video game medal, his actions spell disaster for the entire arcade! Featuring sound effects and the voices of John C. Reilly, Sarah Silverman, Jack McBrayer, and Jane Lynch, this thrilling read-along brings the action of Wreck-It Ralph to life!
Wreck-It Ralph
Author: Irene Trimble
Publisher:
ISBN: 9781982561802
Category :
Languages : en
Pages :
Book Description
Disney's Wreck-It Ralph is about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade!
Publisher:
ISBN: 9781982561802
Category :
Languages : en
Pages :
Book Description
Disney's Wreck-It Ralph is about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade!
Game On! (Disney Wreck-It Ralph)
Author: Susan Amerikaner
Publisher: RH/Disney
ISBN: 0385388985
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
Disney's Wreck-It Ralph is a computer-animated feature film about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade! This Step 2 reader based on the film is perfect for kids ages 4-6.
Publisher: RH/Disney
ISBN: 0385388985
Category : Juvenile Fiction
Languages : en
Pages : 36
Book Description
Disney's Wreck-It Ralph is a computer-animated feature film about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade! This Step 2 reader based on the film is perfect for kids ages 4-6.
Focus On: 100 Most Popular 2010s Fantasy Films
Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1343
Book Description
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1343
Book Description
Focus On: 100 Most Popular 2010s Comedy-drama Films
Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 930
Book Description
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 930
Book Description
Game On, Hollywood!
Author: Gretchen Papazian
Publisher: McFarland
ISBN: 1476601852
Category : Games & Activities
Languages : en
Pages : 233
Book Description
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).
Publisher: McFarland
ISBN: 1476601852
Category : Games & Activities
Languages : en
Pages : 233
Book Description
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).
Discussing Disney
Author: Amy M. Davis
Publisher: John Libbey Publishing
ISBN: 0861969626
Category : Social Science
Languages : en
Pages : 270
Book Description
These scholarly essays examine Disney’s cultural impact from various perspectives—including film studies, history, musicology, gender and more. The academic field of Disney Studies has evolved greatly over the years, as the twelve essays collected in this volume demonstrate. With a diversity of perspectives and concerns, the contributors examine the cultural significance and impact of the Disney Company’s various outputs, such as animated shorts and films, theme park attractions, television shows, books, music, and merchandising. By looking at Disney from some of its many angles—including the history and the persona of its founder, a selection of its successful and not-so-successful films, its approaches to animation, its branding and fandom, and its reception and reinterpreted within popular culture—Discussing Disney offers a more holistic understanding of a company that has been, and continues to be, one of the most important forces in contemporary culture.
Publisher: John Libbey Publishing
ISBN: 0861969626
Category : Social Science
Languages : en
Pages : 270
Book Description
These scholarly essays examine Disney’s cultural impact from various perspectives—including film studies, history, musicology, gender and more. The academic field of Disney Studies has evolved greatly over the years, as the twelve essays collected in this volume demonstrate. With a diversity of perspectives and concerns, the contributors examine the cultural significance and impact of the Disney Company’s various outputs, such as animated shorts and films, theme park attractions, television shows, books, music, and merchandising. By looking at Disney from some of its many angles—including the history and the persona of its founder, a selection of its successful and not-so-successful films, its approaches to animation, its branding and fandom, and its reception and reinterpreted within popular culture—Discussing Disney offers a more holistic understanding of a company that has been, and continues to be, one of the most important forces in contemporary culture.
The Disney Book New Edition
Author: Jim Fanning
Publisher: Penguin
ISBN: 0744090970
Category : Performing Arts
Languages : en
Pages : 258
Book Description
Celebrate more than 100 years of magical Disney storytelling. The ideal gift for Disney, animation, and movie fans! From Snow White and the Seven Dwarfs to Wish, Mary Poppins to The Little Mermaid, Disneyland to Tokyo DisneySea, and fireworks to fan clubs, explore the captivating worlds and creations of Disney and Pixar. Now including more than 50 new pages and updated with ten more years of magic for Disney's special 100th anniversary, The Disney Book: New Edition features groundbreaking and record-breaking creations-including Encanto, Moana, and Turning Red-and explores theme parks, experiences, memorabilia, and more. Marvel at beautiful art and artefacts from The Walt Disney Company's vast historical collections, and discover live-action and animated movie-making, enchanting parks, and fascinating collectibles. Follow Disney's history using the timeline, and delve into the incredible archives. Perfect for fans who want to know all about the magical worlds of Disney. @ 2023 Disney
Publisher: Penguin
ISBN: 0744090970
Category : Performing Arts
Languages : en
Pages : 258
Book Description
Celebrate more than 100 years of magical Disney storytelling. The ideal gift for Disney, animation, and movie fans! From Snow White and the Seven Dwarfs to Wish, Mary Poppins to The Little Mermaid, Disneyland to Tokyo DisneySea, and fireworks to fan clubs, explore the captivating worlds and creations of Disney and Pixar. Now including more than 50 new pages and updated with ten more years of magic for Disney's special 100th anniversary, The Disney Book: New Edition features groundbreaking and record-breaking creations-including Encanto, Moana, and Turning Red-and explores theme parks, experiences, memorabilia, and more. Marvel at beautiful art and artefacts from The Walt Disney Company's vast historical collections, and discover live-action and animated movie-making, enchanting parks, and fascinating collectibles. Follow Disney's history using the timeline, and delve into the incredible archives. Perfect for fans who want to know all about the magical worlds of Disney. @ 2023 Disney
Adaptations in the Franchise Era
Author: Kyle Meikle
Publisher: Bloomsbury Publishing USA
ISBN: 1501318748
Category : Performing Arts
Languages : en
Pages : 189
Book Description
Adaptations in the Franchise Era re-evaluates adaptation's place in a popular culture marked by the movement of content and audiences across more media borders than ever before. While adaptation has historically been understood as the transfer of stories from one medium to another-more often than not, from novel to film-the growing interconnectedness of media and media industries in the early twenty-first century raises new questions about the form and function of adaptation as both a product and a process. Where does adaptation fit within massive franchises that span pages, stages, screens, and theme parks? Rising scholar Kyle Meikle illuminates adaptation's enduring and essential role in the rise of franchises in the 2000s and 2010s. During that decade-and-a-half, adaptations set the foundation for multiplexed, multiplied film series, piloted streaming television's forays into original programming, found their way into audiences' hands in apps and video games, and went live in theatrical experiences on Broadway and beyond. The proliferation of adaptations was matched only by a proliferation of adaptation, as fans remixed and remade their favourite franchises online and off-. This volume considers how producers and consumers defined adaptations-and how adaptations defined themselves-through the endless intertextual play of the franchise era.
Publisher: Bloomsbury Publishing USA
ISBN: 1501318748
Category : Performing Arts
Languages : en
Pages : 189
Book Description
Adaptations in the Franchise Era re-evaluates adaptation's place in a popular culture marked by the movement of content and audiences across more media borders than ever before. While adaptation has historically been understood as the transfer of stories from one medium to another-more often than not, from novel to film-the growing interconnectedness of media and media industries in the early twenty-first century raises new questions about the form and function of adaptation as both a product and a process. Where does adaptation fit within massive franchises that span pages, stages, screens, and theme parks? Rising scholar Kyle Meikle illuminates adaptation's enduring and essential role in the rise of franchises in the 2000s and 2010s. During that decade-and-a-half, adaptations set the foundation for multiplexed, multiplied film series, piloted streaming television's forays into original programming, found their way into audiences' hands in apps and video games, and went live in theatrical experiences on Broadway and beyond. The proliferation of adaptations was matched only by a proliferation of adaptation, as fans remixed and remade their favourite franchises online and off-. This volume considers how producers and consumers defined adaptations-and how adaptations defined themselves-through the endless intertextual play of the franchise era.