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$19.80 $19.78 list($30.00)
1. Quintessential Disney : A Pop-Up
$18.90 $17.50 list($30.00)
2. The Animator's Survival Kit: A
$22.05 $14.97 list($35.00)
3. Designing Disney: Imagineering
$14.93 $14.52 list($21.95)
4. The Complete Animation Course:
$24.54 $24.19 list($38.95)
5. Producing Animation (Focal Press
$12.89 $4.13 list($18.95)
6. How to Write for Animation
$25.20 $25.19 list($40.00)
7. The Art of Monsters, Inc.
$25.20 $13.59 list($40.00)
8. The Art of Finding Nemo
$19.29 list($49.95)
9. 3ds max Animation and Visual Effects
$19.77 $15.95 list($29.95)
10. Batman Animated
$11.53 list($16.95)
11. Cruising the Anime City : An Otaku
$11.53 $7.97 list($16.95)
12. Anime from Akira to Princess Mononoke
$12.89 $9.88 list($18.95)
13. The Animator's Workbook
$13.57 $12.99 list($19.95)
14. Anime Mania: How to Draw Characters
$16.49 $16.39 list($24.99)
15. Looney Tunes: The Ultimate Visual
$15.72 list($24.95)
16. Gardner's Guide to Animation Scriptwriting:
$13.60 $13.18 list($20.00)
17. Living Life Inside The Lines:
18. Before Mickey
$26.39 list($39.99)
19. Animation Now!
$10.47 $8.97 list($14.95)
20. Anime Essentials: Every Thing

1. Quintessential Disney : A Pop-Up Gallery of Classic Disney Moments
by Robert Tieman
list price: $30.00
our price: $19.80
(price subject to change: see help)
Asin: 0786855568
Catlog: Book (2005-06-01)
Publisher: Disney Editions
Sales Rank: 7127
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Book Description

Amidst the general magic and wonder of the animated Disney movies, there are moments that stick with us and come to define the movies they're drawn from. They are the moments that dazzle us with their beauty and their meaning. Now, Quintessential Disney presents five of these iconic moments in all their wonder in a sophisticated three-dimensional presentation.Author Robert Tieman will select five pieces of original art from some of Disney's most classic films. Each piece of art will then be crafted into an elegant pop-up piece, suitable for display. These pop-ups will be contained in a case that opens at the center, so that the book frames the three-dimensional rendering for viewing. Intended for an adult audience, the pop-ups contained within Quintessential Disney will not only focus on classic Disney films, but also will be visually and structurally elaborate to fascinate even the most sophisticated Disney fan. ... Read more

2. The Animator's Survival Kit: A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet Animators
by Richard Williams
list price: $30.00
our price: $18.90
(price subject to change: see help)
Asin: 0571202284
Catlog: Book (2002-01-07)
Publisher: Faber & Faber
Sales Rank: 2458
Average Customer Review: 4.86 out of 5 stars
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Book Description

The definitive book on animation, from the Academy Award-winning animator behind Who Framed Roger Rabbit?

Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his more than forty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story.

Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.
... Read more

Reviews (28)

5-0 out of 5 stars The ultimate guide on HOW to animate
Any animator looking for a book to help them improve their craft knows that most books on animation usually fall short in so many ways, it's easy to think it's impossible to write a comprehensive and accurate book on the subject (don't even get me started about the abysmal state of computer character animation books). Williams is the penultimate animator's animator and he tells it like it is. Williams systematically demystifies virtually every aspect of animation from simple walk cycles, to breaking joints to dialogue and acting. Along the way, he corrects or eliminates information that is inaccurate or practices that distract (lose the headphones and the rad tunes when you work and watch your quality and quantity improve). Williams also is a great storyteller and writer. His accounts with Milt Kahl, Art Babbit and Ken Harris are gems, giving real insight into the personalities of these ingenious men. Since so much of the book is gleaned from his tutaluge under the now-gone "greats" of animation, any price for this tome is a steal. His gift to the world is this book.

If you want learn to REALLY animate characters with life and believability, get this book.

5-0 out of 5 stars A Legendary Animator Tells it Like It Is
Richard Williams is a man who is largely responsible for the revival of the art of animation in the early 1970s. Williams had Disney animator Art Babbitt and Warner great Ken Harris working in his studio in London and training a new generation of animators in the techniques of good character animation, which was not taught at the time in any school or considered an art form.

Williams' long awaited book on animation technique is the logical successor to Preston Blair's CARTOON ANIMATION and it successfully updates some of the weaknesses of that book, particularly in handling dialogue animation. He covers a lot of the same ground that Frank Thomas and Ollie Johnston did in their now out-of-print THE ILLUSION OF LIFE.

There is some history, but that's available in other books. What is unique about this book is that Williams writes how surprised he, an Academy Award winning animator with a successful professional studio, was to learn that he needed to learn just about everything over again from Harris and Babbitt. Fortunately for us he is now sharing these priceless lessons with the public.

The most important thing that an aspiring animator will get from this book is: that animation IS an art form, and good animation has nothing to do with whether it is done on computer or on paper. Williams exhorts his readers to 'draw whenever possible' and even though there is a computer modelled figure on the cover of the book, there is not a single piece of computer generated imagery in it. The book is about the bare bones, about creating life in art. Animation is the twentieth century's contribution to world art and deserves to be taken very seriously.

Buy this book.

5-0 out of 5 stars Excellent!
I have been looking for a book like this for over a decade.
The detail is excellent.
The "fun to read" and "easy to understand style" of this book, is the cherry with whipped cream on top!
You will love this book and reach for it again and again and again.
Richard Willams book is a powerhouse of visual information.

5-0 out of 5 stars Phenomenal
Of all the animation books I have read, this is by far the best. I found it more useful and detailed than Preston Blaire's book. This is essential.

5-0 out of 5 stars Incredible
I've only read through about 50 pages of this book so far, but... omigod what an awesome book! Definitely should be on the shelf of anyone serious about character animation, whether you are doing 3D digital animation or traditional hand-drawn animation. Williams goes into incredible detail on motion, 'tweening, timing, and also has some great anecdotes from working with some of the legendary animators from Disney and Warner Brothers. ... Read more

3. Designing Disney: Imagineering and the Art of the Show
by John Hench, Wendy Lefkon, Peggy Van Pelt
list price: $35.00
our price: $22.05
(price subject to change: see help)
Asin: 0786854065
Catlog: Book (2003-10)
Publisher: Disney Editions
Sales Rank: 6311
Average Customer Review: 4.67 out of 5 stars
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Book Description

Designing Disney sets into history and puts into context the extraordinary contributions of John Hench, who, at the age of 94, still comes into his office at Imagineering each day.His principles of theme park design, character design, and use of color have 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 work in several key areas, including the values, attitudes, aesthetics, and logic that went into the original design concepts for Disney theme parks.Hench details the essence and various meanings of colors and how they work in the parks, and lets the reader in on how and why of the Disney character's inherent popularity-their timeless human traits, archetypal shapes and gestures that suggest their qualities graphically, and their emotional resonance in our lives. ... Read more

Reviews (3)

5-0 out of 5 stars Getting in side Walt's head
This book is the Disney version of being John Malkavich. More than ANY living person, John Hench, knows Walt's history, philosophy and design theories. In fact, John Hench IS the artist behind much of the how and why of designing Disney theme parks from Disneyland (1955) to Disney's California Adventure (2002). More than just a book of inside trivia on why and how certain attractions look and work this is the observations of human behavior and understanding of all of us that Walt (and Hench) had, and used, to create these magically places we all love. As an Disney Imagineer I was fortunate to have known and worked with John Hench and co-author, Peggy Van Pelt. Herein they tell the real story behind how Disney's magic comes into being. As great as their words, John and Peggy have included lots and lots of John's stunning artwork--much of it never before published or show outside the Disney archives. Walt (and John Hench's) philosophy in this compact and rich book is applicable across the corporate spectrum. This book should set side-by-side with the larger (though less revealing) "Imagineering: A Behind the Dreams Look..." John Hench once told me, "I make all decisions with my heart." This book is for the heart and your head (left and right hemispheres) will enjoy it as well.

5-0 out of 5 stars The Art of the Show
At first glance I was thinking: A biography? Great photos? A retrospective? But my take is that the book is a sensitive professional retrospective that is highly visual with warm feelings shared by a wise master. John Hench was the person who had the talent and artistic vocabulary to fully articulate the design ideas from Walt Disney's creative explosions, much like Roy Disney had the financial genius to complete his brother's business dealings.

The linear progression of the book is interesting--starting with a general "ballpark", if you will, of show then moving into the mechanics of storytelling, then the individual pieces (character), and color (tone, detail, expression), and then leaving the reason for doing it all, Mickey, as an afterword. A nice, gentle touch and progression, that explains the insanely detailed and labor-intensive process of design that is digestible and awe inspiring at the same time. A great accomplishment by the authors. The visual format of the book is fantastic because it reflects the subtle nuances and character of the author without spelling everything out for the reader.

It should be noted that 90% of the book's illustrations were perspectives, not section or plan views. Perspective gives the feel of the place--plan and section just tell someone how to build an object. Again, another subtle and powerful detail built into the book that speaks volumes about how John Hench helped create the special feelings in his designs that make Disney work well.

In conclusion, a phenomenal read. A must-have for designers and artists as well as Disney enthusiasts. John's influence on modern design is pretty deep, and the book is an excellent reference for anyone involved in a creative venture to study the wonderful marriage of artistic excellence and public enjoyment.

4-0 out of 5 stars A nice addition (edition?) for the Disney fanatic
This is a pleasant little book authored by one of the original Imagineers, John Hench. We are treated to an inside look at the designing of the Disney parks, with an emphasis on the original Disneyland, although pretty much every park, including Animal Kingdom and DCA, gets some mention. There are plenty of color illustrations, mostly concept paintings and sketches, many of which I hadn't seen before.

This is not a book for the casual Disney fan, but if your interest in Disneyland borders on the obsessive, there are lots of nifty facts and anecdotes to be found here.

For example, when Space Mountain was being built, the author insisted the enormous steel T-beams be mounted backwards, to provide a smooth surface to project show effects; the Snow White wishing well was built next to Sleeping Beauty's Castle solely for the purpose of keeping guests from tossing coins in the nearby lake and waterfall; and a pond was built next to the long gone House of the Future to serve as a water supply for the attractions cooling system.

If minutiae like that is your bag, this is the book for you. It makes a nice companion peice to the book "Walt Disney's Imagineering." ... Read more

4. The Complete Animation Course: The Principles, Practice, and Techniques of Successful Animation
by Chris Patmore
list price: $21.95
our price: $14.93
(price subject to change: see help)
Asin: 0764123998
Catlog: Book (2003-08-01)
Publisher: Barron's Educational Series
Sales Rank: 25020
Average Customer Review: 4.33 out of 5 stars
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Book Description

Desktop computer artists will find a wealth of information in this heavily illustrated book. It instructs in the principles, practice, and techniques of successful animation. The author covers all forms of animation, starting with the basics of making sketches in flip books, and concluding with the latest developments in computer-generated imagery. He demonstrates with practical examples that utilize key areas of modern animation—cell art, stop-action with clay or plastic models, and 3D computer-generated and web-based animations. This volume’s six chapters cover the following topics: The art of story telling and storyboarding . . . How to create stop-action animation . . . Simple cell animation, the technique for simple movie cartoon sequences . . . Full cell animation, as used by Disney, Warner Brothers, and similar studios . . . Web animation for showcasing your skill over the Internet . . . and Computer modeling and animation, including 3D modeling. The book’s concluding sections discuss modern hardware and software, with emphasis on affordable beginners’ equipment. Also provided is an overview of the animation industry and its applications to movies, TV, and computer games. More than 250 instructive illustrations enhance this fascinating how-to volume. ... Read more

Reviews (3)

5-0 out of 5 stars If You Are New to Animation, Get This Book!
Chris has created an invaluable resource for anyone interested in creating animation. I have recently created 2 animated shorts and am well into my third. My first effort was created using Toon Boom Studio's 2D software and for the second, I used Macromedia Flash. I then embarked upon an old-fashioned hand drawn animation with plans to scan the art, assemble it and then edit it. How to do it? My How to Draw animation books barely touched upon the tools needed and none of them covered modern technology, especially the all important modern tool, the computer.

Lady Luck was smiling the day I discovered Chris Patmore's "The Complete Animation Course". The book is NOT a how to draw animated figures kind of book. However, it is a valuable resource filled with ways to produce an animation. The book is handsomely designed and easy to navigate. If you want to know how to find software to create "Pencil Tests" of your drawings to see how you animated action is unfolding, Chris lists several inexpensive programs (and some very expensive ones, too!) and tells the reader which ones are for Macintosh and which ones are for PC. You want to know about setting up a Rostrum Camera? It's in there. How about simple cutout animation or stop-motion animation (also know as claymation and stop-action)--it's also covered. Chris offers many options for the fledgling animator to choose from.

He gives inside animator tips on equipment and procedures. I found myself regularly referring to his book as I moved through the various stages of drawing, shooting pencil tests and scanning the final art.

I'm a long time illustrator but I'm new to animation. The Complete Animation Course has helped me immensely.


5-0 out of 5 stars Perfect Introduction to the Craft
I don't think one can review this book as anything less than a 5 out of 5. It's very well thought out, beautifully illustrated and I only wish it were available earlier when I still taught introductory college level animation. This will not teach you 'how' to animate -- to learn to animate you have to simply start doing it -- but it will give you a very good idea of what animation is about. If you're looking for a 'how-to' book, Richard Williams' Animator's Survival Kit and Disney's Illusion of Life are the standards.

3-0 out of 5 stars Great High Level Fly By
The title of this book is some what misleading as to its scope. It looks like a Preston Blair or Richard Williams calibre teaching book based on the title. It presents itself as a "complete" course on animation technique. It isn't. This is a very good "high level" fly by. It is a survey of some of everything in current animation from classical to computer. A lot of breath and very little depth. It's Intro to Modern Animation 101. If you are just starting out and you want to get a useful 20,000 feet off of the ground introduction to what's available out there then this is a great overview book. Easy on the eyes and easy to read. But, if you are trying to actually become a successful animator and you want specific technical instruction this is not that kind of book. If you are a complete novice and have little or no idea about modern animation and don't know where to begin, then I recommend this book as a great starting reference. ... Read more

5. Producing Animation (Focal Press Visual Effects and Animation)
by Catherine Winder, Zahra Dowlatabadi
list price: $38.95
our price: $24.54
(price subject to change: see help)
Asin: 0240804120
Catlog: Book (2001-05)
Publisher: Focal Press
Sales Rank: 123295
Average Customer Review: 3.42 out of 5 stars
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Book Description

Drawing heavily from the authors' twenty years of combined experience, Producing Animation offers a clear overview of this exciting industry and a comprehensive guide to the process of developing a project from conception to final delivery.Written from the perspective of a producer, this book offers the foundation of how a project is created in addition to describing the role of the producer at each phase.Answers are provided to many of the most commonly asked questions about animation ranging from how to enter the business to the average cost and schedule for a prime-time animated series.

Producing Animation has the first-of-its-kind comprehensive chart of accounts for animation, named the Animation Budget Builder, which can be individually tailored for each project.Visit for more details.Students, aspiring producers, investors, television and
studio executives, artists, film line producers wishing to branch into animation, and legal advisors will find this an invaluable tool.The chapters specifically geared to the pre-production, production and postproduction processes offer animation producers a wealth of practical advice.Numerous illustrations outline the different steps of production.Forms the authors have devised to help streamline the process are also included.

Observations from a wide range of industry professionals such as; studio heads, creators, directors, producers, writers and members of the production crew, give the reader insight into what it takes to be successful in this business.The authors' personal anecdotes at key process checkpoints relay firsthand experience, illustrating some of the pitfalls a producer must learn to circumvent.Detailed information on preparing a thorough production plan including the budget, schedule, and crew plan can also be found in this book.

Complete guide to identifying, pitching, selling, developing,and producing an animated show
Provides comprehensive information on production planning, budgeting, scheduling and tracking your project
Includes a detailed description and flow charts of the production process for traditional (2D) and 3D CGI
... Read more

Reviews (12)

3-0 out of 5 stars Portrays production well, producers not so.
I am an animation artist who has also worked as a producer and production manager. PRODUCING ANIMATION attempts to explain an under-researched topic, but also helps perpetuate the idea that you need to have five managers for every artist on an animated picture. Top heavy management and overproduced films that are in production before their story is set are the true reasons for the skyrocketing costs of animation in the past few years. There are some horror stories here, such as the 'executive' who thought he could rewrite dialogue...after the picture had been animated. The authors also decry an 'artistic supervisor' (could that possibly be a director?) who (oh dear) wanted to make changes. The executive got his changes. The artist, they imply, did not. They also claim that artists have to be told by production people when to give up their artwork so that they can meet the production schedule. So the blame for production delays is invariably placed on the artists, who are a 'rag tag team', not highly trained professionals. Portions of the book are useful: blueprints for schedules (nothing about 'complexity of the film' setting the neat little figures back though.) Anyone who wishes to produce animated films and who does not have any idea what the artists do on the project (and sadly that describes a good many producers) would do well to read the sections on the PRODUCTION PLAN and PRODUCTION CREW.

There is one helpful quote at the beginning of this book from Warner Television executive Ken Duer. " would only make sense to let the directors direct and be creatively responsible for the project and let the producers manage and create a 'stage' for creative artists so that the artists can do what they do best."

They didn't need to write any more about the 'function of the producer' after that. But it was amusing to see the authors attempt to justify the existence of a 'line producer' whose job descriptions are duplicated by the associate producer; and they actually admit that the associate-executive-in-charge-of-assistant-to-the producer titles are more a product of 'what an agent or representative is able to negotiate for their clients, wholly independent of their actual ability.'

Artists, buy this book and read it. Know who you are dealing with. Producers, read it and learn, but have some respect for the artists. They are, after all, the ones actually producing something.

5-0 out of 5 stars Tremendous wealth of info on animaton production
Okay, you bought every book out there on how to create animation and you have a project you're trying to produce. Well, up until now you would have to track down [costly] freelance producers to put together your budgets and schedules and lose a big percentage of your creation to people who don't hand out trade secrets for free.

Not anymore! This book is packed with charts and diagrams of animation production that can be fit to whatever type of project you are planning on pitching. To the purist this book would seem to be the end of the world. Just because the book describes top heavy management doesn't mean we are obligated to follow [along]. "Producing Animation" lists every job out there, so we can pick and choose which ones are redundant and need to be streamlined.

This book has no place in a purists library. If all you want to do is have your work viewed at experimental film festivals keep working with your small group of volunteers. But those of us who need a resource to take our ideas to TV or the theater need look no further, because as of yet there is nothing else.

Thanks to Catherine and Zahra, you've probably taken much flack for putting this info out there for animators to buy.

5-0 out of 5 stars A book for the aspiring animation producer
This is an extremely helpful guide for those interested in learning the production process of an animated television show or film. The book begins with the development phase and describes the steps all the way through post production, also detailing the various people involved in each step and their specific roles. It distinguishes the differences between traditional 2-d vs. 3-d animation, and is also careful to point out differences between television, direct to video, and feature film. Also included in "Producing Animation" are helpful schedules that outline when different departments (such as backgrounds, animation, ink and paint, etc.) are working in relation to the the overall production schedule. The information on budgeting is limited, but overall a great way to start for the aspiring animation producer or production manager.

5-0 out of 5 stars Practical & Thorough!
Contrary to some of the reviews posted on this book, this book is NOT the death of art NOR is it a book designed to "beget executive monkeys". In fact, at the 2001 World Animation Celebration (sadly, there was no WAC this year!), the book was singled out as THE resource on the topic of producing animated entertainment. Much better and more specific to the field than buying a book on film or TV producing and adapting the concepts. Just because the book is more practical, business-minded and analytical than it is artistically oriented does not mean that it isn't relevant to the field. More to the point, it is ESSENTIAL to the field. THESE PEOPLE KNOW WHAT THEY'RE TALKING ABOUT.

To the artistic types who seem to be bashing this book on the basis of it not being written from a creative-end point of view, I'd just like to say that without a producer, your idea is just that, an idea. If you want your property to be seen by someone besides friends, family and the occasional festival judge, grow up and realize that the "business of the business" is inseperable from the art of animation. It's kind of like the old "if a tree falls, in the woods..." cliche.

If you want a book that discusses the actual PROCESS of animation, this isn't the book for you. But then again, it doesn't puport to be a book on how to animate.

5-0 out of 5 stars Invaluable Resource... not an insult to artists
This is a truly path cutting, edge of the envelope publication for the industry. Well written, informative, accurate and incredibly well presented with useful graphs, tables, examples, etc. The industry has been begging (or too short-sighted to beg) for such a book. Though the authors obviously have a great appreciation for the most important part of animation, the artists (note the industry in which they've chosen to work, and the wonderful projects which they've help facilitate - IceAge, Land Before Time, Spawn, Aeon Flux!!), this is focused at helping to dispel the great lack of knowledge found in management and executive circles. This book is simply an amazing and critical compilation of knowledge about how animation gets produced. Everyone in the "business" of animation must read it, so that they better understand the world in which they live/work, and any artist working in animation would be better off with a greater understanding and appreciation of this side of the process! ... Read more

6. How to Write for Animation
by Jeffrey Scott
list price: $18.95
our price: $12.89
(price subject to change: see help)
Asin: 1585674281
Catlog: Book (2003-06)
Publisher: Overlook Press
Sales Rank: 160912
Average Customer Review: 5.0 out of 5 stars
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Book Description

In recent years, the world of animation has expanded far beyond the Saturday morning cartoons that generations of Americans grew up watching. Recent years have seen a boom in animation--hit prime-time television series, blockbuster cutting-edge digitally animated features, conventional animation The expanding market is luring writers who have an eye toward the future and an eagerness to work in a medium where the onlylimit is the depth on one's imagination. With step-by-step instructions and the insights of a seasoned veteran, award-winning animation writer Jeffrey Scott details the process of developing even the vaguest of ideas into a fully realized animation script.He details every stop on the road from inspiration to presentation, with sections on premises, outlines, treatments, description, and dialogue, and much more. How to Write for Animation is the ultimate guide for anyone with ambitions of writing for the most rapidly developing medium in all of entertainment. ... Read more

Reviews (8)

5-0 out of 5 stars How to Write For Animation - a survival book
This book is unutterably fantastic.Mr. Scott knows the
industry like the back of his hand, and it shows.Not only
does he let the reader in on all the ins and outs, ups and
downs, and biffs and pows of the industry, but he does so
in such a reasonable, down-to-earth, and inspiring tone,
that it leads you to believe that YOU CAN MAKE IT IN THE
CARTOON BIZ.I can tell you that, living far away from
the entertainment industry, this book is a Godsend.If
you've ever had any questions about making cartoons, get this book.And hey, the guy has an awesome website - AND he was kind enough to respond to an e-mail!You gotta get this book!

5-0 out of 5 stars My Book, the ONLY Book I Needed!
Jeffrey Scott's new book, "How to Write for Animation," was exactly what I needed! Three months after registering with an online freelance agency, I got an e-mail inviting me to bid on a project. There weren't many details on the listing, but it involved writing and that's a field I want to get into.

I got hired and suddenly became the lead writer for a new, 3D computer graphics TV Series. Having little experience with creative writing, but extensive editing skills ... I knew I needed help!

After wallowing in uncertainty and formatic confusion, I went to the local bookstore looking for a book on screenwriting suggested by another writer on the project. The book wasn't there. But I found "How to Write for Animation" and it was EXACTLY what I needed! (The bookstore guy that rung me up said, "OH GREAT book! That just came in and I HAD to read it.")

Not only do I know how to appear as if I'm an old pro, I've got step by step instructions on everything I need to help pitch this series :) Way Kewl!

I was told to write a "Bible" ... eeek! "Didn't someone already do that?" I asked. Thanks Jeffrey! Now I know exactly what I need to include in our presentation, our bible, how much to include since we are new writers, ... EVERYTHING! And it is presented in an EASY format for busy people.

GREAT BOOK! WONDERFUL RESOURCE! It should be on every animation writers shelf!

5-0 out of 5 stars My thoughts on Jeff's Excellent book
I have not had the time to read the book and understand it fully because of my hectic university schedule, although I have briefly skimmed through the book and it is amazingly informative and helpful.Thanks jeffrey !

5-0 out of 5 stars Jeffreys book is A+
How can I tell I love this book? I carry with me everywhere I go!I start reading it from the moment I wake up.Some folks read the paper, not me, I read this book!It's fun , entertaining, and gets the message across effortlessly. It's by far the best book on writing for animation I have ever found.It's an outstanding tool for anyone wishing to understand the business of Animation and creative writing.Kudos to Jeffrey for a job well done.

5-0 out of 5 stars How to Write for Animation
This is a must-read for ALL script writers, not just toonsters.Scott takes you through the process of creating a story like a master-builder.He writes clearly, simply and with enthusiasm.His love and respect for his craft is obvious, making this a very inspiring and enjoyable read, as well as a valuable and informative one.Scott's technical tips are terrific and easy to apply. Why didn't I think of cutting and pasting an outline into a script template? Overall, I found this book to be as entertaining as it was informative and practical.The glossary alone is worth the price of the book. I've been writing animation for 10 years and can't wait to break my next story using some of his tricks.I just wish Jeffrey had written it ten years ago. ... Read more

7. The Art of Monsters, Inc.
by Pete Docter, John Lasseter
list price: $40.00
our price: $25.20
(price subject to change: see help)
Asin: 0811833887
Catlog: Book (2001-11-01)
Publisher: Chronicle Books
Sales Rank: 3685
Average Customer Review: 4 out of 5 stars
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Book Description

With the sophisticated graphics of Toy Story, A Bug's Life, and Toy Story 2 to their credit, Pixar has become the studio to watch for brilliant animation. Their next movie, Monsters, Inc., (releasing on November 2nd) stars John Goodman and Billy Crystal as two working-class monsters whose job it is to scare children. Graphically innovative and wildly imaginative, this book takes a sneak peek behind the scenes at the early developmental stages of this sure-to-be box office hit. Representing the pinnacle of concept art today, The Art of Monsters, Inc. is the only forthcoming title for the adult fan, and it will capture the attention of artists, film-goers, and special effects enthusiasts everywhere. ... Read more

Reviews (6)

5-0 out of 5 stars A wonderful addition to a Pixar classic
This book is full of wonderful, imaginative illustrations that show the time and effort that was placed into Monsters Inc. The numerous different illustrators that have provided work make this collection of images a delight. There is very little text and explanation to go along with the images, but this is exactly what I was looking for. Its interesting to see how many changes the characters appearances went through to reach the final animated film. A definite buy for any fan of Pixar.

5-0 out of 5 stars Excellent book for any animator.
What's surprising is that in this book there is hardly any screenshots or CG graphic art. But that's what makes the book great! It really proves that computer does not dominate in the animation industry; everything is still from sketches and traditional works. The book filled with great works from Eggleton (director of "For the Bird") and many other amazing script illustrators. The only thing that is disappointing is that most of the images are already available in the Monsters Inc. DVD. Overall, no animator should miss this book! Don't want to miss those amazing prints!

3-0 out of 5 stars Awesome visuals but lacking in details
Being a longtime fan of Disney & Pixar films I found myself particularly touched by Monsters, Inc and was eagerly looking forward to learning more about the how this film came about. Previous "Art of" books from Disney and Pixar were rich sources of information on how the story and characters developed from initial inspiration to big screen. As such I was dissapointed to find this book contains primarily concept art. Rich and vivid imagery but very little commentary.

4-0 out of 5 stars Illustrated monsters
In recent years everytime a major animated film, particularly those associated with Disney, is released a flood of products overwhelms the consumer market. This is not however your typical 'making of' or 'behind the scenes' look at "Monsters Inc.". I'm certain that if it is not already out there it will soon follow if that is what you're looking for. This book is unique, especially since the movie is 3-D rendered computer animation, because it is not filled with wire-frames, and storyboards, and studio character layouts. This book is more about inspiration. The vast amount of illustrations are beautiful, whimsical, and as varied as the imagination itself. I thouroughly enjoyed this book as a lover of cartoons, of paintings, of drawings, and of monsters of all kinds. I highly reccomend it to children of all ages and art lovers everywhere.

2-0 out of 5 stars Not nearly enough!
I was truly dissapointed after cracking open a recent order of "The Art of Monsters Inc." Previous editions of the Pixar Legacy have overflowed with good stuff. Unfotunately this volume only skims the surface of what surely rests in the vaults. (Quite possibly Pixar might not like us to know what goes on behind the scenes.)

Liken it to the out of print "Before the Animation Begins: The Art of Disney Inspirational Sketch Artists". But without the zest of Tengren and others. (Carter Goodrich lends some marvelously different takes on the monster feeling.)

The multitude of pastel mood pieces are lively and beautifully done but overall this book lacks the superflous character development and animation insight of it's predecessors.

I will eagerly await a follow-up volume that might come remotely close to The Arts of Bugs Life and Toy Story. PLEASE! ... Read more

8. The Art of Finding Nemo
by Mark Cotta Vaz
list price: $40.00
our price: $25.20
(price subject to change: see help)
Asin: 0811839753
Catlog: Book (2003-04-01)
Publisher: Chronicle Books
Sales Rank: 6298
Average Customer Review: 4.78 out of 5 stars
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Book Description

Pixar Animation Studios, the Academy Award®–winning creators of Toy Story, Toy Story 2, A Bug’s Life, and Monsters, Inc., are bringing a new animated movie, Finding Nemo, to the screen this summer. This visually stunning underwater adventure follows eventful and comic journeys of two fish—a father and his son Nemo—who become separated in the Great Barrier Reef. The underwater world for the film was conceptualized and developed by the creative team of artists, illustrators, and designers at Pixar, resulting in a lush landscape rich with detail. The Art of Finding Nemo celebrates their talent, featuring concept and character sketches, storyboards, and lighting studies in a huge spectrum of media, from five-second sketches to intricate color pastels. This behind-the-scenes odyssey invites the reader into the elaborate creative process of animation films through interviews with all the key players at Pixar. There will be children’s books related to Finding Nemo, but no adult titles other than this definitive volume. Revealing, insightful, and awesomely creative, The Art of Finding Nemo will delight film-goers, artists, and animation fans alike. ... Read more

Reviews (9)

4-0 out of 5 stars A great addition to an amazing animation classic
This is the perfect book to add to a collection of pixar products. The range and detail of the illustrations and characters is amazing. This book is very similar to the art of Monsters Inc. with the added bonus of more explanations and text.
This is the perfect coffee table book. I would highly reccomend this hardback book to any animation or illustration enthusiast.

5-0 out of 5 stars A glimpse of the talented artists of Pixar.
This book is similar to the Art of Monsters Inc. However, this time you get more than just images but you also get small introductions and quotes from the artists/animators. The book starts off with an introduction from John Lasseter and Andrew Staton, both Disney veteran animator and Pixar founder. Then the book goes off with a frenzy of incredible concept art, drawings, sketches, character sketches, color definition, and storyboard. It is amazing of how much effort they put into the film. Prepare and be dazzled with Ralph Eggleston's pastel storyboards (director of FOR THE BIRDS)! You also get a full throttle of hilarious character sketches by such famous modern illustrators - Peter DeSeve, John Sohn, etc. Pages of incredible studies on sea life and color concept for the film.

This book is a perfect inspiration for any animator or film/animation student.

5-0 out of 5 stars Amazing!!
Beautiful work!

If you are an animator or cartoon designer who wants to know what is going on. Or if you just love beautiful work that is fun and aspiring then this is the book for you!!
There are a ton of styles that are very fun with an array of different media.

Pixar has the absolute best creativity in the character designs!! Truly awesome book!

5-0 out of 5 stars The Art of Finding Nemo; Amazing!
This book is a gem. Reading it, you get an appreciation for all the WORK that was put into this excellent film! The amount of effort these people exerted to create the characters, backgrounds, computer-generated "water," and every other aspect of the movie, is incredible. Flipping through these pages, you really get a feel for that.

The pictures are beautiful and make you realize things you don't think about while watching the movie. You don't realize that the story wasn't always going to play out the same way. You don't realize that the characters may have looked different had the animators chosen to go in another direction. Looking at these early sketches, step by step pastel drawings, and much more, you see what it's really like to make one of these fantastic films.

The quotes throughout are humorous and enlightening. (I particularly like the descriptions of the sharks and the fishtank.) They even reveal a secret I didn't catch after seeing the movie twice; the man in the dentist's office with the skull on his shirt is supposed to be a grown-up Sid from "Toy Story!" That kid needed a trip to the dentist! Overall, "The Art of Finding Nemo" is an unbeatable coffee table book.

5-0 out of 5 stars Best concept art on earth
It's official. Pixar has the most creative character designers in the world. If you're interested in cartoon design, want insight into what's being done, want to get into the field yourself, or just love brilliant, fun drawings that are brimming with personality, this book delivers. Lots of different styles, lots of different media, loose, inspired, traditional yet innovative, with the highest degree of skill and lyricism. ... Read more

9. 3ds max Animation and Visual Effects Techniques
by Sanford Kennedy
list price: $49.95
(price subject to change: see help)
Asin: 1584502266
Catlog: Book (2003-03-27)
Publisher: Charles River Media
Sales Rank: 526197
Average Customer Review: 3.17 out of 5 stars
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Book Description

3ds max Animation and Visual Effects Techniques provides you with an organized and thorough process for integrating all of the features of 3ds max to create, animate, render, and finish an animation project. All of the visual effects and animation techniques covered are based on an actual film project that was done completely with 3ds max.

Beginning with a review of the essentials, you’ll learn about all of the key features used in animation and visual effects. You’ll learn about the fundamentals of animated filmmaking, and you’ll work through detailed tutorials covering modeling of buildings, environments, humans, and aliens. Once you’ve created the models, the animation techniques are explored, including character setup with bones, lip sync, facial expression, and walk cycles. From there the process moves to scene animation, visual effects, materials and textures, and lighting and rendering. The book ends with detailed chapters on character studio® 4, combustion® 2.1, and the Shag Hair plug-in.

If you’re interested in learning an efficient and practical process for creating animated environments and films, you’ll find everything you need in the detailed tutorials and techniques included throughout this book.

* Uses the latest features of 3ds max 5 & 5.1 to teach particle effects, including rain, Hollywood explosions, dense explosions, and atmospheric explosions
* Teaches how to use character studio to animate crowds of people
* Explains facial animation and how to record dialog and sound effects
* Details lighting and rendering features, including Radiosity and Global Illumination, Skylight and Light Tracer, and visual effects lighting

On the CD!
* All the files needed to complete the tutorials from the book
* Additional selected images and animations to augment the chapter content

Minimum Requirements: 3ds max 5 or 5.1, IBM-compatible PC, 800 MHz processor, 256MB RAM, Video display with 32MB RAM, 600MB; Recommended System Requirements: 3ds max 5 or 5x, IBM-compatible PC, 2.0 GHz or better single or dual processor, 1GB or more RAM memory, Video display with 64 or 128MB RAM, 4GB available hard drive space. ... Read more

Reviews (6)

1-0 out of 5 stars Terrible
When i saw the firt pictures of this book, I was totaly chocked.. After 2 years using 3ds max, I was able to do much beter than Mr kennedy.. The rendering and the effects in the book are totaly ridiculous..

Even the cover has no connection with the book.. verry bad.

Last thing, the web site is full of error and never updated.

Please buy another book ! Like 3ds max 6 by Barrett Fox..

1-0 out of 5 stars Appalling...
This is appalling, the models are terrible, the animation amateurish, and the texturing ugly (horrible misuse of procedural textures). Avoid if you can, there are many fine books on Max, this is NOT one of them.

2-0 out of 5 stars A great book if you aspire to make cheesey renderings and FX
This book presents a good overview of the CG industry, with a few topics I've not found elsewhere. However, it is discouraging to work through a book that is filled with cheesey looking renderings. That's right, horrible. I don't mean to flame or be destructive in my criticism, but if you could only see the color plates contained in this book, you would treat the author with skepticism at best. I still can't understand how someone who obviously knows the tools he uses very well, i.e. MAX and Combustion, can turn out such B-rated models and renderings. This book is a good example that no matter how much technical knowledge you have, computer software, no matter how advanced, will never make up for an utter lack of artistic talent. Sanford Kennedy is very technically knowledgeable but his artistic skills are virtually noexistant. Try checking his website for an example of the 'great' renderings you can aspire to if you buy this book. 90% of the pages aren't even up, or have been under construction since 2001.

5-0 out of 5 stars Good info I couldn't find elsewhere
This book actually told me how to build an entire scene, including the characters and buildings. It was fun and informative. Exactly what I was looking for.

5-0 out of 5 stars Money Well Spent
I love this book! It makes sense of things in 3ds Max that I couldn't quite grasp before. I'm finally getting over the learning curve for lots of stuff in Max! Ya, this book is was made for more experienced people but I'm mostly a novice and it all seems to make perfect sense for me. I would have to recommend this book for anyone who likes animation and modeling. ... Read more

10. Batman Animated
by Paul Dini, Chip Kidd
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 006107327X
Catlog: Book (1999-01-01)
Publisher: Perennial Currents
Sales Rank: 29648
Average Customer Review: 4.85 out of 5 stars
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Book Description

From Emmy Award-winning-producer Paul Dini and acclaimed designer Chip Kidd comes Batman Animated, the behind-the-scenes story of the hit show that revolutionized television animation and brought a stunning new look to the legendary Caped Crusader. Since its premiere in September 1992, Batman: The Animated Series has been acclaimed by enthusiastic viewers and longtime fans of the Batman character as the defining image of the Dark Knight onscreen.

Now readers are offered an inside look into the creation of the series. Granted unprecedented access to the archives of the Warner Bros. Animation Studio, Chip Kidd has combined breathtaking photographs by Award-winning photographer Geoff Spear and fashioned an imaginative layout of never-before-published preproduction and finished artwork that echoes the boldness of producer-designer Bruce Timm's powerful TV show.

Paul Dini's text offers entertaining and informative commentary on the series history, development, and continuing production. It includes glimpses into the making of the Batman animated features Mask of the Phantasm and SubZero, and a sneak peek into the future projects.

Featuring a detailed episode guide, comments from the series creators and voice actors, and an introduction by Bruce Timm, Batman Animated is a must-have for Batman fans young and old. ... Read more

Reviews (27)

5-0 out of 5 stars "It's Never Too Late" to buy this awesome book!
This book is a definite must-have for fans of the animated Batman series. This book shows you how much love all the people involved in the show had for it. The level of detail that went into this show is insane! Take a look at the storyboards shown in the book for the episode "Avatar" and I'm sure you'll agree that those rough drawings look even better than some of the finished cartoons that have been on. There is a lot to like in this book and I hope they make a follow-up to this one because some of my favorite villains (Clayface, The Ventriloquist and Mr. Freeze) don't get as much said about them as, say, The Joker. That makes sense, but it annoys me a bit. That is why I hope they make a second book. Until that day, this is an outstanding work of art and is perfect for any fan's collection.

5-0 out of 5 stars 2 Words: It's Awsome!
Ever since Batman:The Animated Series first aired, I've always wondered how they did their drawings and what inspired them to draw Batman or Joker like they did. This book gives you all the details with VERY nice pictures and storyboard pictures of some episode parts. This book has it all, every single villan and hero from the series is in this book. From information, to crazy prototype drawings. Also it includes info about The new Batman/Superman adventures and how come they changed how everyone looked. The 2 Batman movies Subzero and Mask of the Phantasm are in there too! Why they chose their story and other interesting stuff. This is definitely a must buy for fans of the show and the Dark Knight

5-0 out of 5 stars Best of its type
The best compendium of modern TV animation layout and design currently available. These artists revolutionized TV animation, and this book is something that everyone interested in the field must have. Strong work, and very good presentation here, especially the storyboard sequences. Good for artists as a learning aid, or as entertainment for fans of the show, whatever age. Clear, uncluttered presentation from the Warners studio archives. A good history of the show, and a great lesson in how to develop an animated project. You should have this sense of design based on strength, simplicity, drama and clarity.

5-0 out of 5 stars Read this awsome book
come on were talking about a class a+ book here I mean the list price wouldn't be ... if it wasn't the best book ever so if you're a huge Batman fan which you probably are because you're looking at this book you won't regret you bought this awsome book!!!!!!!

5-0 out of 5 stars Great Book
A spectacular inside view of what went into one of the best animated series ever created, full of paintings, musings, mechandise, idea sketches for the show and movies, etc. I enjoyed most reading about what they were forced to cut for a tv audience, and seeing the beautiful title cards that open each show. I bought this a few years back and I am still finding new things to pour over. I dislike 'Batman Beyond', though, thankfully they don't waste much time on that show. ... Read more

11. Cruising the Anime City : An Otaku Guide to Neo Tokyo
by Patrick Macias, Tomohiro Machiyama
list price: $16.95
our price: $11.53
(price subject to change: see help)
Asin: 1880656884
Catlog: Book (2004-11-15)
Publisher: Stone Bridge Press
Sales Rank: 59127
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Book Description

If you're into anime (and manga), there's no place like Neo Tokyo. Here otaku dress-up cos-play style for real, 100,000+ fans attend cons to buy and trade, and anime soundtracks are performed in concert halls. Neo Tokyo is where anime has become both urban fashion and cultural zeitgeist, and this is its first street-smart guide in English. Featuring interviews with tastemakers, it covers studios, toys, museums, games, film "locations," music, plus where to hang and how to cruise. Four-color, with maps and index.

Patrick Macias, a specialist in Asian film and Japanese pop culture, is the author of TokyoScope.

Tomohiro Machiyama is a movie critic and journalist who writes and publishes in Japan.

... Read more

12. Anime from Akira to Princess Mononoke : Experiencing Contemporary Japanese Animation
by Susan J. Napier
list price: $16.95
our price: $11.53
(price subject to change: see help)
Asin: 0312238630
Catlog: Book (2001-04-21)
Publisher: Palgrave Macmillan
Sales Rank: 16049
Average Customer Review: 3.74 out of 5 stars
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Reviews (27)

4-0 out of 5 stars Not what you think...
The first thing I need to note is that the title of this book is misleading. It is definitely NOT a survey of recent anime history. It is also not explicitly aimed at an otaku audience, although every otaku out there should be interested. In fact, this is an academic work of film criticism, analyzing a variety of themes that appear in recent anime. Keep this in mind and you won't be disappointed.

I did find a couple of things to be annoying. For one, Napier uses a fair amount of academic Newspeak. It wasn't difficult, just distracting, and I don't think it adds anything to the text. Also, some of her analysis appears to be clouded by the need to bow to the sacred cows of PC. Check out her analysis of gender roles in "Wicked City", where she completely ignores the fact that it is the female lead who ends up being the most powerful character.

Don't let my gripes mislead you. This book's positive points far outweigh it's negatives. Most of Napier's analysis is quite insightful, and I've found myself watching a lot of these anime with her ideas in mind. The fact that she compares concepts between different anime was especially interesting; where else can you get a thorough comparison of the apocalyptic themes in "Akira" and "Evangelion"?

I'm sure plenty of people will be disappointed that their favorite anime didn't rate mention (what, no "Tenchi"?!?). Take this book for what it is, and enjoy it. Then pop in those beat up old "Bubblegum Crisis" tapes and see some old favorites in a new light.

5-0 out of 5 stars One of the most interesting books on the medium I've read
Well, I found this book to be a blast of fresh air. While nearly all english-language books about Anime that I've encountered before have simply been descriptive/critical accounts of various anime (Such as the excellent Anime Encyclopedia) or collections of facts about an anime/author/anime in general (Hayao Miyazaki : Master of Japanese Animation, Anime Essentials: Every Thing a Fan Needs to Know), this is a book which gives an interesting insight into the possible reasons behind anime's development, and in particular the development behind certain landmark titles - for someone like me, who's as interested in the "why" as they are the "how" behind manga, this book really engages. While there are some slight mistakes in the book (as mentioned in at least one of the above critiques), the general ideas brought forward are thought-provoking, and often (to my mind at least) ring true.
I would, however, NOT recommend this to those who don't have a deep-seated interest in anime, or to those who haven't seen at least half of the anime discussed in the book - as (again) mentioned in one of the above critiques, there ARE some serious spoilers, plus you simply won't be engaged as many of the suggestions made unless you've seen the series/film yourself, and have been able to form your own opinions.
In short, an excellent book for those who are truly interested in anime and the influences behind it, but not really recommendable to anyone else.

5-0 out of 5 stars An excellent account of the genre
This is a definite must read for all fans of anime. It is especially good to novice otaku like myself who only really know of the things I grew up watching as a kid and a few releases here (Force Five, Star Blazers, Battle of the Planets, Akira, Princess Mononoke). It explores central themes around many different types of anime and warns you (indirectly) about what things to avoid. For exaple, no parent after reading this book will allow their children to go anywhere near the Hentai sections of an anime video store, though I did see Legend of the Overfiend a few shelves away from Sailor Moon at one store. BAD IDEA, Newbury Comics!!!
If I have one criticism of this book, it would be that it is written in too scholarly a manner and the author's editor should have told the author to tone it down a bit. There was also to much of a repetition of certain phrases. As a reader, I got sick of the word "privelidge" by the end of the second chapter and there was lots more to come. Still, if it wasn't for this book, I never would have discovered such delights as Ranma 1/2, Nausicaa, or Ghost In The Shell; so I would highly recommend this book to anyone interested in anime.

5-0 out of 5 stars Brilliant book for those uninitiated into anime
I'll admit that among the first anime I focused on watching were the LA Blue Girl, Angel of Darkness, and Twin Doll series because of the graphic violence and violations committed against women. However, after reading Susan Napier's study on Anime, I was noticeably enlightened and focused on getting certain quality titles. Napier, who teaches Japanese literature and culture at UTex, Austin, argues that anime has historical roots, from woodcarvings by Hiroshige Ando in the 19th century, the Edo Period of the Tokugawa period, such as the erotic kibyoshi books, to Zen cartoons in the medieval era, and even the Kabuki traditions.

As to why has anime become so popular with the release of Akira in 1988, the answer lies in the genres diversity in themes, the fact that it's not as predictable or sanitized as the child-geared Disney cartoons, and of course there's that unique visual style of those big-eyed, small waists, long-legged miniskirted women. But the characters are more human and thus realistic, not straight black-and-white, but cases where heroes have some negative qualities and villains some positive ones. And depending on the genre, anime reaches out to all age groups. It's also an art form, and dramatic and intellectual in the same way independent films should be.

Females are more assertive and stand out as role models for young girls, whether it be San from Mononokehime, the klutzy but powerful Usagi of Sailor Moon, or Miko and Miyu, the demon fighting sisters in the graphically adult LA Blue Girl. Compare that to wimpy heroines in Disney movies, where ironically, the more assertive females are the villains (Medusa in the Rescuers, Ursula in Little Mermaid, and the Evil Queen in Snow White). But they are also seen as nurturing and supportive (q.v. Belldandy in Oh My Goddess).

However, anime also stands as a resistance against American-style globalization in pop culture. Apart from the reasons listed, I sometimes think Americans who like anime do so for the same reason, to find other outlets, for the same reason certain people want foreign films to get away from the usual Hollywood grind.

Napier examines certain sub-genres in anime: post-nuclear, elegy, the carnival, the graphic adult anime, and mecha, underlying that the first three are the most significant.

Akira is viewed as a study of the post-apocalyptic society as well as teenage alienation; the former is a reminder that Japan was the only nation to have an atomic bomb dropped on it.

The fantasy element is examined in the "magical girlfriend" subgenre in Oh My Goddess! and Video Girl Ai, which goes beyond the movie star onscreen stepping into real life in The Purple Rose of Cairo.

Neon Evangelion is examined by Napier in the examination of the mecha genre. There's clearly a technophobic dynamic explored in live-action movies like Terminator and Robocop, of the dangers of technology gone amuck. And video games like Robotron 2087, I'd like to add.

The elegiac mode harkens back to a nostalgic yearning for something long gone, which in Japan's case involves the traditional countryside life that has been abandoned due to post-war industrialization, such as Only Yesterday, discussed in length. However, it can also indicate loss or a search for something, exemplified by the cyborg agent Kusanagi's search for her human soul in Ghost In The Shell.

And yes, there is a section on Miyazaki Hayao, whose then-latest film, Mononokehime, broke Japanese box office records and won Best Picture at the Japanese film awards for 1997. The still must-be-reissued Nausicaa and the Valley Of The Winds, a post-nuclear tale that was a favourite of Aum Shinri Kyo leader Asahara Shoko, the cute Tonarino Totoro (My Neighbour Totoro), examining the assertiveness of the sisters Satsuki and Mei, and Mononokehime, studying the man versus nature (the wild gods), but also technology (iron) versus nature, and some more assertive females, the title character San, Moro, the she-wolf who raised her, and Lady Eboshi, leader of the iron-forging village who wants to clear the forests.

A good start in learning the what and whys of anime, with with college-level discourses by Ms. Napier.

5-0 out of 5 stars Out of the mud-flinging comes a lotus.
The book is fraught with errors - to the purists out there - what can I say? Focusing on the point that she made some errors is just too bad because I honestly felt that Susan Napier did a really wonderful job. Framing the whole anime world into her own epistemic grid allowed me to follow her perspective. One can very easily intuit such things as the mechanical versus the shojo - but not very quickly picks does one pick up on Anime as the perfect medium to explore the elegiac mode. Moreover, there is something about the seamlessness of Anime that allows it to explore the real as well as the unreal all in the same space. Unlike live action film, Anime can get away without having to resort to special effects - it just simply moves into it. Napier helped me to understand that the subtle nature of Anime - and sometimes not so subtle - in that even if you try to define one movie, as under such-and-such a category you will find that it quickly moves. Anime is really the perfect place for postmodern analysis - it is a floating signifier - the meanings move with as many viewers as there are meanings. I was especially pleased by Napier's examination of Princess Mononoke - ascribing to the movie a sense of nostalgia to that elusive notion called progress. In "Princess Mononoke: Fantasy, the Feminine, and the Myth of "Progress"" Napier writes: "In another undermining of traditional conventions, Tatara is not governed by a man but by a woman, Lady Eboshi, who has constructed Tatara as a utopian refuge for outcast women and people with incurable illnesses like leprosy. Eboshi is pitted not only against the forest creature but also against another female human, a young girl names San who is the "mononokehime" or "possessed princess" of the title. Although "Mononoke" traditionally means possession by a human spirit, San is clearly possessed by the fearsome spirits of nature. Raised by a female wolf known as Moro, San detests all things human and lives only to destroy human civilization, represented by Tatara. Eboshi in turn is determined to take over the forest, a victory that would involve killing the shishigami" (Napier 179-80). It is in sections like this that Napier captures the essence of what she is examining - in this case it was Princess Mononoke. I will say this much... if a re-write is in the works, I will be the first to buy the new version. So to all her critics - your word did not go unheard. However, for the wealth of information and the vastness of the scope that Napier examines I give her 5 stars.

Miguel Llora ... Read more

13. The Animator's Workbook
by Tony White
list price: $18.95
our price: $12.89
(price subject to change: see help)
Asin: 0823002292
Catlog: Book (1988-09-01)
Publisher: Watson-Guptill Publications
Sales Rank: 33168
Average Customer Review: 5 out of 5 stars
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Reviews (11)

5-0 out of 5 stars Best for Beginners - and Beyond
Agreeing with all the great things previously said about this book, I can only add that "The Animator's Workbook" is the best book suited for artists just starting out in animation. It is thorough, practical and motivating, without being intimidating. If you know anybody - young or old - who wants to get into animation but does not know where to start, studying "The Animator's Workbook" is a great beginning.

5-0 out of 5 stars The Animator's Workbook is Outstanding!
If you are an animator or a wanna-be animator, this book is for you! It is very good. Easy to read and has lots of pictures that go along with the steps. Learn to animate a walk, a run, anticipation, etc etc etc. This is for drawn animation, but I have found it to work great with Computer Animation. If you wanna learn to animate your characters realisticly get this book

5-0 out of 5 stars Perfect :)
OK.. So this is a bit bias.. But I have the pleasure of working with Tony in my 2D animation class. He is a great teacher and his book gave me a great understanding of animation and how I can apply these concepts to 3D. This is a great book to get started with! Good for 2D and 3D artists. :)
It's more than worth the price.
I just can't wait till his new book get published!

5-0 out of 5 stars I wish there were more than 5 stars
Amazing, my favorite book for anything at the moment. I'm using this mostly with Poser 4 (which is great and you should get) and Flash 5 (No, I haven't made the upgrade). This made my animations so much more fluid, it's actually sickening to look at my older work. Tony White is one of Zeus' (93) children.

5-0 out of 5 stars Great for computer animators too
I first stumbled upon this book when I was learning to do character animation with a 3D computer program. I found that I could learn the principles easily by doing the exercises in the book with my 3D software. Now I teach character animation, and I use Tony's section on the walk cycle to teach students how to do it in 3D. The book is clear and easy to understand, there are lots and lots of illustrations, and the price is great. If you want to learn character animation in 3D and you know little or nothing about it, this is THE book to get. It contains all the principles you'll find in higher-priced books on digital character animation. ... Read more

14. Anime Mania: How to Draw Characters for Japanese Animation (Christopher Hart Titles)
by Christopher Hart
list price: $19.95
our price: $13.57
(price subject to change: see help)
Asin: 082300158X
Catlog: Book (2002-05-01)
Publisher: Watson-Guptill Publications
Sales Rank: 11070
Average Customer Review: 3.14 out of 5 stars
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Book Description

There's no doubt about it: Japanese animation is hot. Television shows, films, and videos featuring the anime style of animation are wildly popular.Japanese animation is like a comic book come to life, retaining all its power but in moving form. It has a very different style from traditional western animation, incorporating heavy shading, dramatic camera angles, and beautifully rendered special effects-especially the fantastic anime depictions of ocean waves, storms, smoke, and explosions. Easier to draw than its western counterpart, anime is more limited and simpler in its execution. In Japanese anime the characters move, but their movements are generally staccato, sharp, and dramatic-not free-flowing with lots of overlapping action, anticipation, and follow-through. In Anime Mania, famous cartoonist, teacher, and best-selling author Christopher Hart demonstrates how any comic book artist can become expert in this wonderful style of animation. Step by step, he details how to draw the coolest anime characters from the widest selection of popular styles: high-tech cyberpunks who live in the world of the future; teen characters-with troubled relationships at school, home, and on the street; and mighty monsters, fantasy warriors, and giant robots. Aspiring animators will also find chapters on anime's spectacular special effects, the role of storyboarding in anime, sketching and the art of character design, and a mini-crash course in perspective. The book concludes with interviews with Scott Frazier, an American anime director working in Japan, and Mahiro Meada, a renowned Japanese animation director. Brimming with hundreds of spectacular examples, illustrations, and step-by-step exercises, Anime Mania details how anyone can become a real anime artist without having to reinvent the art of drawing. ... Read more

Reviews (21)

2-0 out of 5 stars Americanized anime
This book does a nice job attempting to teach the anime style, but falls short of teaching beyond what is already basic and typical of anime. It also fails to achieve a very objective approach.

As a fan of the art style, I collect art books on anime both in Japanese and in English, and it's very obvious just from taking a quick glance through the book that it's a highly westernized interpretation of the art style (just look at the costumes, for instance). Additionally, it doesn't go into the storytelling methods and cliches of anime-style art, which, being an art book, might seem okay, but I think it's important information to understand in order to learn how to draw anime convincingly (proper camera angles, settings, keyframes, etc).

The majority of the book goes over figure drawing in very typical anime proportions and drawing by example.

If I had the chance to look through the book before purchasing it, I would not have bought it, but unfortunately I ordered it online and could not do so.

4-0 out of 5 stars Kids Will Like This Book. Serious Anime Fans Will Not.
I would rename this book, THE ART OF WESTERNIZED ANIME. The colorful illustrations are great, but there isn't much instruction on "How To" achieve the drawings. It's a much better idea-generator book. There has also been some criticism about the "Americanized" anime used in this book. I agree that hard-core Anime fans will notice right away that there is something "wrong" with the drawings, the characteristic anime nose, for example.

Despite the above mentioned, the Pokemon crowd will really enjoy this book. The most obvious reason is that it is in COLOR and is filled with ILLUSTRATIONS. It also has pages of those draw "cute" anime critters. So, while it may not be traditional Anime, the younger crowd is not likely to notice, and may actually prefer the "westernized" look. And the lack of instructions probably works to their advantange as well (don't most kids like to skip to the end of instructions, anyway?)

For serious Anime fans, who are truly interested in learning how to draw Japanese Anime, I recommend taking a look at HOW TO DRAW ANIME & GAME CHARACTERS, VOL.1, by TADASHI OZAWA. This book/series is popular in Japan, and has now been translated into English (by an American publishing Co, so have no fear of "all-your-base-belong-to-us" English!) It has step-by-step instructions and the characters really look authentic. Why? Well, because, it's written/illustrated by an animation director at STUDIO GHIBLI (Oscar-winning SPIRITED AWAY) The book, however, is completely in black & white, and while it is completely suitable for kids, will probably not be as attention-keeping as CHRIS HART'S ANIME MANIA.

Overall, I give this book 4 STARS. The breakdown:
5-STAR rating for kids and people who's range of Anime consists of Afternoon cartoons. Highly Recommended.
3-STAR rating for serious Anime fans. Neutral Recommendation. (It still makes a good "Art of" book, though)

3-0 out of 5 stars It gives Anime a bad name!
Well I havn't bought the book, but from first glance, it looks pathetic. The art style is horrible for Anime. I have been drawing Anime for about 2 years or so, and observed tons of anime, and this is nothing like it. I know it is Americanized, but some children have WAY better skills then the artists in this book. (I havn't bought it, but the cover says a mouthfull) Some people say it is good for kids, well they don't know the beginning of how much I see wrong with it. Not recommended for anybody acept maybe someone who knows squat about anime.

1-0 out of 5 stars Not a very good Book to learn to draw in Anime format
First off, I have taken a look at the book in a store. My first impression is that it was bad. One, the artwork looks very amateur like, more like a bad attempt. Many of the book he has produced are ones on how to draw american cartoons. Not to insult the guy, but it doesn't look anime like. I would not dare recommend this book to any one who want to learn how to draw in the manga style. I would sugguest buying the How to Draw Manga: Compiling Characters or the other How to Draw Manga. I suggest those because those are PROFESSION MANGA ARTIST. Please don't waste your time and money on Hart's books.

3-0 out of 5 stars okayyyyyyy
I got this book when I was just finding out about the anime/manga world. I now realize that this book is more for begginers. not a very good beginer either. it has a lot of useful info, though.( weight bearing leg, basic body construction, character design, and other suff) however, this book is sort of confusing becouse there are lots of different art styles in here.(Mr. Hart hires other artists) different artists draw differently.

there ARE colored illos all over the book. Mr. Hart breezes through lots of different types of characters without getting into them that much. he just shows you how to draw them at one angle and moves on. he could write a detailed series based on this book( how to draw creatures, how to draw high-tech punks,dramatic seens, how to draw special effects, etc.).

but if your a begginer and want an overview of anime this is the book for U. ... Read more

15. Looney Tunes: The Ultimate Visual Guide
by Jerry Beck
list price: $24.99
our price: $16.49
(price subject to change: see help)
Asin: 0789497581
Catlog: Book (2003-10)
Publisher: Dorling Kindersley Publishing
Sales Rank: 45101
Average Customer Review: 5 out of 5 stars
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Book Description

Featuring all the favorite Looney Tunes characters, from Bugs Bunny and Daffy Duck to Roadrunner and Wile E. Coyote, this is the first visual history of the groundbreaking animated classics. Gathered from the Warner Bros. archives with illustrations by Chuck Jones, Tex Avery, and Mel Blanc, the film stills, sketches, story boards, and more in the Looney Tunes Ultimate Visual Guide are sure to enthrall cartoon fans both young and old. ... Read more

Reviews (2)

5-0 out of 5 stars Perfect book for Warner Bros. cartoon fans
I have to admit I had reservations when I saw this at the store. I had not been impressed by the Superman volume or the other editions to come out under this series because so much of it was devoted to modern versions of the main characters. But this book is a visual treat, as well as being very informative about the history of the animated cartoon at Warner Bros. Many model sheets, cels, posters, etc. are here indepth throughout this wonderful volume.

Beck has written extensively about the WB cartoons before, so DK made a great choice in picking him for this book. Even though the targeted audience for this series is kids, the adult, like me, will love this beautifully put-together homage to the best cartoons to come out of Hollywood. I am so glad very little in this book talks about recent efforts; instead, they chose the Golden Age (the 30s, 40s, 50s) and I couldn't be happier.

5-0 out of 5 stars Beck comes through!!!
Jerry Beck's Looney Tunes Book for DK Publishing comes through as a real winner. With more "in-jokes" than DK's previous Disney edition, this text is sure to please.

The work shows. From the (every character who appeared in a WB cartoon)painting/picture that appears on the inside cover to the comic book covers chosen, this is a fun read.

One of the best "jokes" and keeping with the personality of the characters, Daffy appears on the last page of the Bugs section, announcing that "this is where the real fun begins."

It's great. Some of the "extras" which include humerous sections on the Road Runner cartoons, and a mentioning of some of the gags used in those animated flicks.

Fun for the kids, and I'm sure Beck must have enjoyed putting this together. These books are great for the youngsters to get an overview of the history of WB, and the same for the Disney edition.

Beck also spends a bit of time on the new Looney Toons film coming up, and the recent Duck Dodgers series. It would have been nice if a few pages could have been spent on Tiny Toons, which did have some ties to the older characters. Two pages on Space Jam would have been nice.

Hmm. DK has done Disney and now Looney Tones, I wonder if DK will do Woody Woodpecker/Universal animation next. Maybe Paramount's Popeye. I'd hate for this one to be the last of these. ... ... Read more

16. Gardner's Guide to Animation Scriptwriting: The Writer's Road Map
by Marilyn Webber, Nic Banks, Bonney Ford
list price: $24.95
our price: $15.72
(price subject to change: see help)
Asin: 0966107594
Catlog: Book (2000-10-01)
Publisher: Garth Gardner Company
Sales Rank: 186889
Average Customer Review: 5 out of 5 stars
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Book Description

Gardner's Guide to Animation Scriptwriting is the place to go for information on writing Saturday morning cartoons or animation short films! This book is user-friendly, with illustrated text that takes you through the steps necessary to create a winning script. Detailed instructions so you won't get lost on your way to becoming a successful writer for Animation. Complete, concise and fun it's packed with real examples and exercises, that includes three formats for different age groups. All you need to know to get started. ... Read more

Reviews (2)

5-0 out of 5 stars A Unique Achievment: constructing an Animation script
Is a shame that a great book like this only have one review until now ( and a wrong one ) hence I'll try to correct this.

NOTE: Be aware that this review is for the GARDNER'S GUIDE TO ANIMATION SCRIPTWRITING ( this review is wrongly appearing TOO in the "Gardner's guide to Multimedia & animation Studios", some kind of problem in I Think, :-( SORRY Chaz )

I bought this book in August 2001, if you are looking for books about scripts there are many ones, some very good, but any is writed exclusively thinking in animation and cartoons. For the animator this is an invaluable reference, here is the summary:

1.- Animation - An Overview
2.- Cartoon Genres
3.- The Moral
4.- Central Idea
5.- Dead End Ahead - The Central question
6.- The Characters and the Character Arc
7.- Introduction to Plot
8.- The Twenty-Two minute Structure
9.- The Eleven Minute Structure
10.- The Seven Minute Structure
11.- Make 'Em Laugh - Levels of Humor
12.- Prose
13.- Dialogue
14.- The Scene
15.- Broadcast Guidelines
16.- The Rewrite
17.- The Writing Process of Animation
Glossary, Cartoonography, Filmography, Road Map Forms, Apendix

The book itself have a good easyreading design, with plenty of quotations and references to well known movies or series, here you have the basics of writing but you can find more profound books about this, the special of the book is that is writed for cartoons specially, have 3 chapters studying the structures of the cartoonscript of 7, 11 and 22 minutes, of course you can apply all the information for an animation of any length, movies or shorts.

Including checklists for Structure, Characters, Scenes, Dialogue, Humor, Prose, 3 Structure guides, 75 Excercises, 37 Rules and an Animated 7 minutes Teleplay in the appendix: You have here a book that will go to occupy an important place near you.

I'm not an acclaimed screenwriter in fact I'm a novice in this area but I'm working with a firm producing some animations and I can asure you that this book can prevent you some rocky mistakes in this special field and even If you are a Pro you'll find some good points here.

5-0 out of 5 stars A complete, definitive, "user friendly", industry directory
Gardner's Guide To Multimedia & Animation Studies is the complete, definitive, "user friendly", industry directory for anyone seeking jobs, connections, and services information and contacts. In addition to indices listed by state or province, and company name, Gardner's Guide To Multimedia & Animation Studies is carefully organized in four parts: East Coast, Central; West Coast; Canada. Within each regional section the companies are alphabetically listed and include the number of employees, areas of specialization; a brief description, address, phone, fax, and website address. Gardner's Guide To Multimedia & Animation Studies is a very practical and highly recommended addition to industry professional and library reference collections. ... Read more

17. Living Life Inside The Lines: Tales From The Golden Age Of Animation
list price: $20.00
our price: $13.60
(price subject to change: see help)
Asin: 1578067499
Catlog: Book (2005-04-01)
Publisher: University Press of Mississippi
Sales Rank: 267432
Average Customer Review: 5.0 out of 5 stars
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Book Description

Martha Sigall worked with all the classic cartoon characters---Bugs Bunny, Daffy Duck, Tom & Jerry, Droopy, Beany & Cecil, Tweety, Porky Pig, et al.---and the madcap artists who created them, Chuck Jones, Tex Avery, Bob Clampett, Frank Tashlin, Friz Freleng, William Hanna & Joseph Barbera, Bill Melendez, and Ben (Bugs) Hardaway.

As a teenager Sigall became an apprentice painter working in the golden age of Hollywood at the Leon Schlesinger studio, making $12.75 per week coloring animation cels that would introduce Bugs Bunny and Elmer Fudd to the world. She recounts her wild and wonderful experiences with the Warner Bros. cartoon crew, working and laughing all day with the animators, partying all night with the Looney Tunes gang on the bowling and baseball teams, and participating in weekend scavenger hunts. She was made president of the in-house "Looney Tunes Club," co-wrote the company gossip column, and performed in the company's theatrical troupe.

After World War II, Martha joined MGM Animation (Tom & Jerry, Tex Avery) in Culver City as an assistant in the camera room and later freelanced her ink and paint services, creating art for many classic features, shorts, commercials, and TV series---including Garfield, Peanuts, and The Pink Panther.

Written with warmth, humor, and a touch of nostalgia, this is a rarely told story, from one of the day-to-day workers, of what it was like to be a part of a team of artists who were creating masterpieces of animation. Martha recalls her lifelong personal relationships with writer Michael Maltese, animators Ben Washam, Ken Harris, Herman Cohen, Paul Smith, Bob Matz, and many others. She writes of her experiences of being a woman in a male-dominated industry, particularly during the war years when she was one of the first women camera operators in the industry. ... Read more

Reviews (3)

5-0 out of 5 stars Delightful History
I love reading stories from animations golden age and this book is especially charming.
Most people don't know it, but the ink and paint departments in all the major and minor studios were the real unsung heroes of the cartoon business-many ladies being accomplished artists in their own right and having the ability to take well drawn line drawings and just adding the right touch to each cel that the scenes would really shine. Water effects being one of the areas of animation that without great inkers and painters could tend to look "hokey".
I give this book 5 stars, but I wish it had more pictures!!

5-0 out of 5 stars Want to know the way it really was?It's right here.
Martha Sigall was there when Bugs Bunny was created.She was there when the reigning geniuses of Looney Tunes Cartoons -- Tex Avery, Chuck Jones, Friz Freleng, Frank Tashlin and Bob Clampett -- and such legendary artists and story men as Bob McKimson, Virgil Ross, Michael Maltese and Ben Haradway, were redefining the seven minute cartoon.And that's only the beginning of her story."Living Life Inside the Lines" is an absolute must for anyone interested in the animated cartoon, from fan to student to historian. Martha Sigall's book is perhaps the ultimate source for what the Golden Age of Cartoons was really like, and is a mandatory read for anyone interested in animation.

5-0 out of 5 stars An inside look at the animation business from 1936-1989
I am the author's son and encouraged her to write this book. Martha Sigall worked in the animation business from 1936 until 1989 and was there when Bugs Bunny, Tweety, Roadrunner, Daffy Duck, and many other characters were created.

When I visited, she always had great stories about these cartoon characters, the animators, and the practical jokes they played on each other. I, and many others, finally convinced her that the public would love to hear them.

"Living Life Inside the Lines" contains many fascinating stories such as:
- How Bugs Bunny got his name.
- How Tweety was originally flesh colored and censors made them "put feathers on him because he looked naked."
- How Mel Blanc was able to break into the business.

Many historians have written books on animation without ever having worked in the business.  Martha Sigall was there to witness first-hand the creation of cartoon characters such as Daffy Duck, Bugs Bunny, Elmer Fudd, Tweety, and many others. 

She was also there to witness the creative talents of Tex Avery, Friz Freleng, Chuck Jones, Bob Clampett, Mike Maltese, Bill Melendez, Bill Hanna, Joe Barbara, and many others. Her book will interest anyone who grew up with these cartoons.

The title, "Living Life Inside the Lines," refers to the fact that animators draw the character's outline in black and the inkers and painters paint the colors inside. ... Read more

18. Before Mickey
by Donald Crafton
list price: $25.00
our price: $25.00
(price subject to change: see help)
Asin: 0226116670
Catlog: Book (1993-12-15)
Publisher: University of Chicago Press
Sales Rank: 178355
Average Customer Review: 5 out of 5 stars
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Book Description

This witty and fascinating study reminds us that there was animation before Disney: about thirty years of creativity and experimentation flourishing in such extraordinary work as Girdie the Dinosaur and Felix the Cat. Before Mickey, the first and only in-depth history of animation from 1898-1928, includes accounts of mechanical ingenuity, marketing and art. Crafton is equally adept at explaining techniques of sketching and camera work, evoking characteristic styles of such pioneering animators as Winsor McCay and Ladislas Starevitch, placing work in its social and economic context, and unraveling the aesthetic impact of specific cartoons.

"Before Mickey's scholarship is quite lively and its descriptions are evocative and often funny. The history of animation coexisted with that of live-action film but has never been given as much attention."--Tim Hunter, New York Times

... Read more

Reviews (2)

5-0 out of 5 stars Chronicle of a much forgotten time.
There was once a time when the utterance "Mickey Mouse" had no meaning and conjured up no images of vast tracts of decadent land saturated with sugary amusement. The word "Felix", however, would probably send a jolt through most living in this lost time. Just how popular Felix was is evident in a 1926 photograph of Ligget's Drug Store in Grand Central Station that Crafton included in "Before Mickey." The window is nearly filled to the brim with Felix paraphenalia, much like we've seen recently with the Powerpuff Girls, Spongebob Squarepants and Harry Potter. Felix was once just as ubiquitous and just as unavoidable.

The events that led up to this incredible success are laid out in "Before Mickey." The saga of animation is an interesting and much neglected part of cinema history. The book covers something that is almost never discussed: animation's origins in stop-motion. Everyone should read Crafton's account of "The Haunted Hotel" - a stop-motion film where objects "float" through the air and objects move on their own. It terrified audiences and gave impendance to animation with its success. From this it was almost a natural progression to drawings that moved and funny characters in funny situations.

Silent animation had its own life and own method of communicating. Everything was in the pictures, and early animation artists made the most of this. It remains, and will probably sadly remain, a very underappreciated art form. We're just too drunk with sound these days.

Luckily, you can read this book and get a taste of what those days must have been like, the stories of the pioneers that made it all possible (those in America, at least) and how far we've come in some respects and what we've lost in others.

Anyone interested in the early history of animation should read this(after all, there isn't much else out there right now). Also, if you can, buy the tape (is it available on DVD now?) that accompanies the book. It's filled with great animation but sadly missing "The Haunted Hotel." It does, however, include a GREAT Felix the Cat cartoon.

5-0 out of 5 stars Great Book on the First 30 Years of Animation
In histories of animation there is usually a very small amount of time devoted to animation that was released before "Steamboat Willie". This book fills this hole quite nicely. The book goes into exhaustive detail on James Stuart Blackton, Winsor McCay, Emile Cohl, Otto Messmer, the Bray Studio, and animation shops that emerged from the Bray Studio. There is one chapter devoted to commercial animation in Europe from this time period. But if you're looking for a more in depth study of early European animators like Ladislas Starewicz and Lotte Reiniger, you might want to check some place else (I'm not sure where). Though one entire chapter IS devoted to Emile Cohl, this mostly deals with American animation. Those looking for information about animation outside of Western society are looking in the wrong place. As its title suggests, this book is basically a history of events leading up to Mickey Mouse. ... Read more

19. Animation Now!
by Aida Queiroz, Cesar Coelho, Marcos Magalhaes
list price: $39.99
our price: $26.39
(price subject to change: see help)
Asin: 3822825883
Catlog: Book (2004-10)
Publisher: Taschen
Sales Rank: 17030
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20. Anime Essentials: Every Thing a Fan Needs to Know
by Gilles Poitras
list price: $14.95
our price: $10.47
(price subject to change: see help)
Asin: 1880656531
Catlog: Book (2000-12-01)
Publisher: Stone Bridge Press
Sales Rank: 19152
Average Customer Review: 4.18 out of 5 stars
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Book Description

What makes Japanese animation Japanese?What are the top, not-to-be-missed films?Who's got the anime goods?What's it all mean anyway?Answering just about every question a fan (or curious parent) has, Anime Essentials is an easy-to-read and fun-to-look-at overview of the pop culture phenomenon sweeping America.It discusses the major players, where to get your anime fix, otaku (devoted fan) etiguette, how to run an anime club (and get pre-release screenings!), how to "talk" anime to outsiders, and lots more of interest both to veterans and newcomers. ... Read more

Reviews (11)

3-0 out of 5 stars Not bad for beginners!
When I first read this book I thought that it wasn't bad, it just needed more detail. Then I thought about the title and its contents: "Everything a Fan Needs to Know." That's true if you are just getting into Anime. Usually when I pick up an Anime book I learn a great deal more than the previous Anime book. But this one just repeated the same stuff I'd already read elsewhere. I'll admit that there was maybe a small amount of new info that I was unaware of, so of course there is something new for everyone. However, I'll stick with other books for reference first, but that doesn't mean that you shouldn't read it if you're new to the concept of Anime or not.

5-0 out of 5 stars Worth its weight
First viewing this book I had my doubts, but reading through it proved it was worth it cost. This book is for just about anyone who is interested in becoming an otaku, or even someone who has been an otaku for some time. It gives references to an anime entitle "Otaku no Video" throughout. Also excellent hints for starting your own anime club in your area. Fallowed by a list of anime titles, web site, etc... It gives you infomation, and alows you to come up with some of your own ideas. If you are looking to become an otaku this book will put you well on the track.

5-0 out of 5 stars anime essentials review
This book is a huge help for begging otaku or anybody who would like to find out more about the wonderful world of anime!


Will Kressin
anime video store owner for 10 years

1-0 out of 5 stars Factually Inaccurate, Possibly Deliberate
I was a big fan of the author's "Anime Companion," so I was excited when this book came out. However, it fails to live up to its promise to assist newcomers, parents and so forth. While it does have some information that is useful to a new anime fan, I find that as something to help parents make an informed decision, the book fails.
The problem is, the author can't bring himself to talk about the darker aspects of anime frankly. Hence when he offers some warnings about popular series and gets to "Tenchi Muyo" (aka "No Need for Tenchi"), he issues a warning to parents: "Some Characters end up fighting to save others." The problem is, the issue most parents would have with the uncut series in question is the flagrant nudity, which goes completely unmentioned. Also, he cites McCarthy and Clement's "Erotic Anime Movie Guide" with its limited listing of movies as a proof that Japan doesn't have much anime porn. However, he fails to admit that Clements and Mccarthy quite clearly state that the section was not meant to be exhaustive. This makes the book come off sounding deceptive. Therefore one becomes troubled when he says that when parents see something like Violence or nudity in an anime, they shouldn't just turn it off, but rather discuss it with their children. Imagine applying that advice to a kid caught watching "Robocop" or "Debbie Does Dallas."

4-0 out of 5 stars Definitly a good start
Good for beginners, but definitly not EVERYTHING a fan needs to know. Though it has great detail and a great section on conventions I (a beginner) still feel a little lost. It's a wonderful book all the same. ... Read more

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