Animated films and animation Books

349 products


  • Anime From Akira To Howls Moving Castle

    St Martin's Press Anime From Akira To Howls Moving Castle

    10 in stock

    Book SynopsisThis new edition of the groundbreaking popular book from Susan J Napier, Anime from Akira to Howl''s Moving Castle, is a must-have for both seasoned and new fans of anime. Japanese animation is more popular than ever following the 2002 Academy Award given to Hayao Miyazaki''s Spirited Away. It confirmed that anime is more than just children''s cartoons, often portraying important social and cultural themes. With new chapters on Spirited Away and other recent releases, including Howl''s Moving Castle-- which broke records in Japan--this edition will be the authoritative source on anime for an exploding market of viewers who want to know more.

    10 in stock

    £19.99

  • Handsome Heroes and Vile Villains

    John Libbey & Co Handsome Heroes and Vile Villains

    10 in stock

    Book Synopsis

    10 in stock

    £17.99

  • Star Wars the Clone Wars Character Encyclopedia

    DK Star Wars the Clone Wars Character Encyclopedia

    10 in stock

    Book SynopsisMeet more than 350 incredible clones, Jedi, droids, bounty hunters, and a host of other characters from Star Wars: The Clone Wars. What is the Bad Batch? Who inducted Ahsoka Tano into the Jedi Order? Where does General Grievous keep a secret lair? Why does Captain Rex mutiny against his Jedi General on Umbara?  To learn the answers to these questions and more, look no further than Star Wars: The Clone Wars: Character Encyclopedia – Join the Battle! Written by Star Wars expert Jason Fry, this illustrated encyclopedia features more than 350 incredible characters and teams, including Anakin Skywalker, Maul, Bo-Katan Kryze, and Clone Force 99.  Perfect for fans of all ages, Star Wars: The Clone Wars: Character Encyclopedia – Join the Battle! will enthrall readers for hours on end.   © & ™ 2021 Lucasfilm Ltd.

    10 in stock

    £14.24

  • Avatar: The Last Airbender: Legacy of the Fire

    Insight Editions Avatar: The Last Airbender: Legacy of the Fire

    3 in stock

    Book Synopsis

    3 in stock

    £21.24

  • Insight Editions The Legend of Korra: An Avatar's Chronicle

    Out of stock

    Book Synopsis

    Out of stock

    £999.99

  • The Nightmare Before Christmas Flip Pop: Jack

    Insight Editions The Nightmare Before Christmas Flip Pop: Jack

    5 in stock

    Book SynopsisJack Skellington transforms into a whole new look with just a touch in this ingenious pop-up collectible.Display and play! The Nightmare Before Christmas Character Pop: Jack Skellington transforms from one look to another with just a flip of a button!   TWO FIGURES IN ONE: With the flip of a button, this pop-up Jack Skellington transforms from the classic character in his iconic pinstripe suit to a festive Jack dressed up as Sandy Claws ready to liven up any holiday festivities COMPLETE THE SCENE: Pull the tabs to reveal an intricate scene full of detail PLAY AND DISPLAY: Add a touch of spooky magic to a bookshelf, table, or display case BONUS BOOKLET: Discover fun facts and behind-the-scenes secrets about Disney Tim Burton’s The Nightmare Before Christmas with the bonus 4-page pull-out booklet COLLECT THEM ALL: Collect the whole range of flip pops, from Batman and Joker to Boba Fett and Darth Vader, and even Harry Potter and Hermione Granger!

    5 in stock

    £21.12

  • The Art of Mr. Peabody  Sherman

    Titan Books Ltd The Art of Mr. Peabody Sherman

    5 in stock

    Book SynopsisMr Peabody invents the WABAC, a time-travelling machine that he and his adopted boy Sherman use to explore history. This is a comedy about a dog and his boy.

    5 in stock

    £21.24

  • The Art of the Boss Baby

    Titan Books Ltd The Art of the Boss Baby

    Book SynopsisGo behind the scenes of DreamWorks Animation's smart,hilarious comedy The Boss Baby. This beautifully illustratedbook includes a wide range of colorful development art,storyboards and character sketches, as well as in-depthinterviews with director Tom McGrath, writer MichaelMcCullers, producer Ramsey Naito, plus key members ofthe storyboard, visual development, visual effects, CGanimation, modeling and layout departments.

    £25.49

  • The Maniacal Mischief of the Marauding Monsters

    Scholastic US The Maniacal Mischief of the Marauding Monsters

    Book SynopsisTwo of Captain Underpants' funniest and most fearsome adventures in one! Includes a full sheet of stickers

    £7.44

  • Interpreting Anime

    University of Minnesota Press Interpreting Anime

    1 in stock

    Book SynopsisFor students, fans, and scholars alike, this wide-ranging primer on anime employs a panoply of critical approaches Well-known through hit movies like Spirited Away, Akira, and Ghost in the Shell, anime has a long history spanning a wide range of directors, genres, and styles. Christopher Bolton’s Interpreting Anime is a thoughtful, carefully organized introduction to Japanese animation for anyone eager to see why this genre has remained a vital, adaptable art form for decades.Interpreting Anime is easily accessible and structured around individual films and a broad array of critical approaches. Each chapter centers on a different feature-length anime film, juxtaposing it with a particular medium—like literary fiction, classical Japanese theater, and contemporary stage drama—to reveal what is unique about anime’s way of representing the world. This analysis is abetted by a suite of questions provoked by each film, along with Bolton’s incisive responses.Throughout, Interpreting Anime applies multiple frames, such as queer theory, psychoanalysis, and theories of postmodernism, giving readers a thorough understanding of both the cultural underpinnings and critical significance of each film. What emerges from the sweep of Interpreting Anime is Bolton’s original, articulate case for what makes anime unique as a medium: how it at once engages profound social and political realities while also drawing attention to the very challenges of representing reality in animation’s imaginative and compelling visual forms.Trade Review"A remarkable book, Interpreting Anime explores how to approach this genre in an intelligent, insightful way. Christopher Bolton's readings are sophisticated without being overwrought or turgid—they are well argued, but leave room for the reader to speculate, contest, and take them further."—Michael Dylan Foster, University of California, Davis"Having just completed Interpreting Anime, I come away convinced that Christopher Bolton is simply the best scholar writing on anime at the current moment. His readings apply a gamut of approaches, from postmodernism to gender studies to individual texts, but they remain accessible and consistently fascinating, inspiring a deeper appreciation of this protean medium. The book is an intellectual joy to read."—Susan J. Napier, Tufts University"In his brilliant, acute, and always accessible Interpreting Anime, Christopher Bolton applies deep knowledge of Japanese aesthetic traditions, global media culture, and posthumanist theory to close readings of some of the most artistically ambitious and culturally significant works of the artform. Showing anime fans the beauties of theory and scholars the profundities of anime, Bolton recounts a specifically Japanese history of cyborg art, while offering insights into that most neglected and ubiquitous category of experience, fiction itself. Interpreting Anime is destined to become a classic study of anime and the cyborg imagination."—Istvan Csicsery-Ronay, DePauw University"Bolton has crafted a meaningful contribution to the scholarship of reading, one able to transcend its subject matter—anime—and speak to readers everywhere, those who seek as full, as complete an engagement with their texts as possible."—Japanese Studies"Bolton, with his careful elucidations of differing theoretical perspectives and approaches, followed by the application of those theories to specific anime works, provides an excellent illustration of the way in which theory can be utilized in the analysis of anime. "—East Asian Journal of Pop Culture"There is no doubt that this book will find a home in the reading lists of most courses on anime, and provide both students and teachers of the subject with encouragement and stimula- tion."—East Asian Journal of Pop Culture"It will prove highly stimulating in Japan studies courses on popular culture and anime."—The Journal of Japanese Studies"Even as the anime industry evolves to encompass new platforms beyond television and cinema, so, too, does the critical theory that helps us to understand and analyze these changes."—Monumenta Nipponica"Interpreting Anime responds to challenges from current anime scholarship and successfully proves the ongoing significance of literary methodology as a means of interpretation."—Science Fiction Studies"Bolton’s book feels more like a summation of a position rather . than a new take on anime, and is none the worse for it. Many of the chapters have been modified from previously published journal articles, and have been significantly expanded in the process. "—Screen"Bolton’s book is written with a professor’s optimism that everyone can and should learn how to interpret and evaluate Japanese anime. "—Journal of Film and Video"Christopher Bolton’s Interpreting Anime is an impressive book that displays a knack for close reading and careful, elegant writing that offers in-depth readings of classic anime films."—Pacific Affairs"Very useful and enlightening reading for many scholars and students of literature and media."—SFRA Review"“In introducing readers to critical approaches to studying anime, Bolton’s Interpreting Anime works quite well.”"—Journal of the Fantastic in the Arts"Bolton has created many entry points for anime fans to better explore and understand the format."—Film Matters"Anime is often considered a part of pop culture, but Christopher Bolton manages to show us that it can be handled and consumed as a piece of high art."—Pro&ContraTable of ContentsContentsA Note on the TextIntroduction. Read or Die: Reading Anime1. From Origin to Oblivion: Akira as Anime and Manga2. The Mecha’s Blind Spot: Cinematic and Electronic in Patlabor 23. Puppet Voices, Cyborg Souls: Ghost in the Shell and Classical Japanese Theater4. The Forgetful Phallus and the Otaku’s Third Eye: 3x3 Eyes and Anime’s Audience5. Anime in Drag: Stage Performance and Staged Performance in Millennium Actress6. The Quick and the Undead: Blood: The Last Vampire and Television Anime7. It’s Art, but Is It Anime? Howl's Moving Castle and the NovelConclusion: Summer WarsChronologyAcknowledgmentsNotesMoving Image SourcesBibliographyIndex

    1 in stock

    £20.69

  • Molecular Capture: The Animation of Biology

    University of Minnesota Press Molecular Capture: The Animation of Biology

    Book SynopsisHow computer animation technologies became vital visualization tools in the life sciences Who would have thought that computer animation technologies developed in the second half of the twentieth century would become essential visualization tools in today’s biosciences? This book is the first to examine this phenomenon. Molecular Capture reveals how popular media consumption and biological knowledge production have converged in molecular animations—computer simulations of molecular and cellular processes that immerse viewers in the temporal unfolding of molecular worlds—to produce new regimes of seeing and knowing.Situating the development of this technology within an evolving field of historical, epistemological, and political negotiations, Adam Nocek argues that molecular animations not only represent a key transformation in the visual knowledge practices of life scientists but also bring into sharp focus fundamental mutations in power within neoliberal capitalism. In particular, he reveals how the convergence of the visual economies of science and entertainment in molecular animations extends neoliberal modes of governance to the perceptual practices of scientific subjects. Drawing on Alfred North Whitehead’s speculative metaphysics and Michel Foucault’s genealogy of governmentality, Nocek builds a media philosophy well equipped to examine the unique coordination of media cultures in this undertheorized form of scientific media. More specifically, he demonstrates how governmentality operates across visual practices in the biosciences and the popular mediasphere to shape a molecular animation apparatus that unites scientific knowledge and entertainment culture.Ultimately, Molecular Capture proposes that molecular animation is an achievement of governmental design. It weaves together speculative media philosophy, science and technology studies, and design theory to investigate how scientific knowledge practices are designed through media apparatuses.Trade Review"Thoughtful and deeply researched, Molecular Capture brings together history of science, media theory, and philosophy of representation, power, and governmentality to present a provocative argument about the relation of entertainment and science as crystallized in the form of molecular animation."—Kirsten Ostherr, director of the Medical Futures Lab and the Medical Humanities Program, Rice University"Putting aside traditional film history models, Molecular Capture theorizes the time-based molecular model’s emergence across the science-entertainment divide. Part history of animation and part speculative visual theory of science imaging, Molecular Capture shows us the extent to which our fascination with the molecular, and molecules themselves, move fluidly across the science-entertainment divide."—Lisa Cartwright, University of California, San DiegoTable of ContentsContentsIntroduction: On Speculative Media PhilosophyPart I1. Molecular Entertainment2. Visuality and Experimental Knowledge Practices3. A Feeling for Theoretical BiologyPart II4. Eco-social Media5. Governing the SocialPart III6. The Animation Apparatus7. Epistemic CapturePostscript: A Prolegomenon to Governmental DesignAcknowledgmentsNotesVideography BibliographyIndex

    £26.99

  • The Ultimate Disney Stitch Sticker Book

    10 in stock

    £6.99

  • Studio Ghibli My Neighbor Totoro 2026 12Month

    Chronicle Books Studio Ghibli My Neighbor Totoro 2026 12Month

    10 in stock

    Book SynopsisStay organized and inspired all year long with this weekly planner featuring final frames from My Neighbor Totoro, Studio Ghibli's beautifully animated fantasy film about a family and their local forest spirits.

    10 in stock

    £19.37

  • Spirited Away Eraser Set

    Chronicle Books Spirited Away Eraser Set

    Book SynopsisMake mistakes vanish with this set of five erasers featuring characters from Studio Ghibli's award-winning film Spirited Away. Eraser sleeves include Chihiro, Haku, No Face, Yubaba, and Radish Spirit—all packaged to look as if they are crossing the bridge into the spirit world! GREAT FOR STUDIO GHIBLI FANS: This eraser set, part of a continuing official partnership with Japanese animation giant Studio Ghibli, captures the nostalgia and magic of the classic Ghibli film Spirited Away. It's a great gift or self-purchase for animation fans, collectors, artists, and anyone who loves cute Japanese art, stationery, and pop culture. OWN A PIECE OF THIS CRITICALLY ACCLAIMED FILM: Spirited Away is the highest-grossing film in Japan's history. It won the Academy Award® for Best Animated Feature, and has appeared on many critics' lists of the best films of all time. DISTINCTIVE SCHOOL OR OFFICE SUPPLY: Bring some flair to your school or office supplies with this fun eraser set—the eraser sleeves depict the film's characters Chihiro, Haku, No Face, Yubaba, and Radish Spirit. INCLUDES: 5 erasers with full-color illustrated sleeves in die-cut box tray © 2001 Hayao Miyazaki/Studio Ghibli, NDDTM

    £12.95

  • Video Game Design

    Bloomsbury Publishing Plc Video Game Design

    Book SynopsisMichael Salmond, Digital Media Design, Florida Gulf Coast University, USA. Michael is a digital interaction designer, video game artist and digital theorist. His work has been exhibited and published nationally, internationally and online. He has been teaching video game design and interaction design for over ten years in the UK and the USA. He is the co-author of The Fundamentals of Interactive Design (2013).Trade ReviewOffers readers a much more comprehensive view of the industry than other books of its kind. Practical game making information, analytic methods, and academic concepts are combined to give game designers a rich toolset for their own work. -- Christopher Totten, Game Artist in Residence, American University, Washington DCAn excellent, comprehensive book that successfully covers all areas of game design and development. It uses a good range of sources and a variety of styles and contexts. Easy to access and dip into. It's an ideal and thorough introduction to game design. * Ros Allen, University of Sunderland, UK *Offers a complete breakdown of the process, context and application of how to make a game based on insightful information from a variety of studios at the cutting edge of game development. For anyone new to the subject area they will be under no illusion as to the depth of complexity and skill levels required to produce a video game for today's market place. From initial concept ideas and pre-production all the way to investment and management, the book goes to great lengths to cover all areas with as much clarity and precise, relevant information as possible. It is one of the best books available on the subject. -- Simon Reed, Course Leader BA Game Art, University of South Wales, UKFrom games we play as kids in the schoolyard to video games we play as adults this well-designed book examines and explains the rules and mechanics that make them historically relevant for us humans. From the conceptual to the technical, dedicated chapters to every aspect of game design will help you understand the structure, depth and complexity of one of the most pervasive storytelling activities of our time. Aided by interviews with game makers, exercises and examples demonstrate how fluidity in a game arises from planning, execution and reiteration. But as the author states, and I could not agree more, “If you want to make games, go make games. Make games, make mistakes and learn from them.” This book helps you do just that. -- Arturo Sinclair, Assistant Professor, Media Arts, Sciences and Studies, Ithaca College, New YorkVery rich in examples and exercises to develop necessary skills: a serious text for serious learners. * Luca Pulvirenti, Accademia di Belle Arti di Palermo, Italy *Table of ContentsChapter 1: Defining Games; What Do We Mean When We Say ‘Game’?; Games Have Rules and Mechanics; Ludology; Games Have Always Been With Us; the Rhetorics of Play; Game Culture; Defining Culture; Beginning the Quest; Interview Adam Saltsman, Game Maker (Gravity Hook, Canabalt); Case Study: Cababalt Chapter 2: World Building (Mechanics, Rules & Behaviors); When You Build a Game, You Construct a Universe; Games, Rules and Mechanics; The Building Blocks of Game Design ; The Field of Play; Game Mechanics, an Overview; Player Numbers as Mechanic; Rules of Play; Video Game Rule Taxonomy; Objects and Concepts; Restricting Actions; Circumstantial Effect; Outcomes of Play; Objectives of Play (Goals); Player Resources; Conflict (Resources); Case Study Kentucky Route Zero, Cardboard Computer Chapter 3: Video game Analysis; Thinking Like a Game Designer; Understanding Bias; Recognising Bias; Starting the Analysis Process; Bias Informs the Mechanic (Cognitive Bias; Priming, Anchoring, Availability); First Order Optimal Strategies; Game Consistency; Becoming a Designer/Player; The Rollercoaster Experience; Interview James Portnow Ceo, Rainmaker Games/Director, Games for Good Chapter 4: Understanding the Motivations for Play; Bartle’s Taxonomy of Play; The Big Five; Personality Traits & Video Game Players; Personality Traits of Players; Translating the OCEAN Model to Game Design; Correlating the Player Models; Patterns of Play; Designing an Experience; Interest Curves; Pacing; Pacing Is Important In Establishing Tone; Pacing: Arc, Scene and Action; A Quick Word on Tutorials and On-Boarding; Interview: Brandon Sheffield Director, Necrosoft Games Chapter 5: The Formal Game Design Concepts; Video Games Are Event-Driven Experiences; Experiences Come From Emotions; Where Do Emotions Come From?; Identify the Emotion; Emotions Triggered Through the Game’s Mechanic; Flow; Getting Into the Zone; Emotions Transmitted Through Story; Emotions Transmitted Through the World; Emotional Experiences; Case Study: Gone Home, Steve Gaynor Co-Founder the Fullbright Company Chapter 6: The Preparation Phase; Lack of Experience; Models for Planning; Planning and Iteration; Iteration; Paper Prototype Phase; Fixing on the Game’s Visuals; There Are No Crystal Balls; The Three Cs: Character Design, Camera Design and Control Design; Play-Testing the Game (Prototype) ; Leave the Ego Outside and Observe; Try Not to Fixate on the Negatives; Audience; Getting What You Need; Common Play-Testing Questions; Early Access as Play-Testing; Interview: Kate Craig, Environment Artist, the Fullbright Company Chapter 7: The Principles of Level Design; Concept Art and Sketches; Creating an Emotional Aesthetic; Level Design Is Storytelling; Planning the Level; Listing the Level Components; Birds Eye View and Environment Flow; The Player Path; Lines of Sight and Paths; Limiting Lines of Sight; Building on Differences; Case Study: Gunpoint Chapter 8: Principles of Level Design Part 2; Invisible Boundaries; Occlusion Culling, Overdraw and Frustum Culling; Bounding the Level; Scale Is Important; Sizing and Field of View; Wayfinding Systems; Modular Models and Textures; Texture Sheets; The Texture Atlas; Silhouette Environment Design; The Principles of Silhouette Design:; Choke Points and Strong Points; Looking Back Is Important; Interview: Creating Games at Media Molecule Kareem Ettouney, Art Director Rex Crowle, Creative Lead Chapter 9: Character Design; What Is a Character?; The Building Blocks of Character Design; Personality and Personification; Characters That Serve a Purpose; What Is In a Name?; Stereotypes: Uses and Misuses; Building the Character ; Generic Characters Vs Stand-Out Characters; Making the Character ‘Real’; Non-Player Characters and Relationship Maps; Further Defining the Character Aesthetic Using Mood Boards and Model Sheets; Conclusion: Game Characters Come In All Shapes and Sizes Chapter 10: Getting Them to Play, Keeping Them Playing; Tutorials, On-Boarding and Rewards; Tutorial Design, Easing the Player In; Unconventional Controls; Win Early, Win Often; On-Boarding; On-Boarding Methods; Rewarding the Player; Designing Rewards; Intrinsic and Extrinsic Rewards; Motivating By Design; Conclusion Engagement and Rewards Are Unique to Games; Interview Kenneth Young Head of Audio Media Molecule Chapter 11: Interface Design and Audio Design; Constrained Choices, How to Think About Interfaces; Pick a Path, Designing Constraints; Interface Design; Invisibility and Feedback; Interface Design Schemes; Interfaces Are Communication; Interface Types; Non-Diegetic; Meta; Spatial; Mapping and Modes; Interface Overload; Audio Design, a Brief Overview; Sound as Manipulation; Designing Sounds That Do Not Exist; Audio for Atmosphere; Conclusion: Interfaces and Audio Complete the Prototype; Interview Tyson Steele, User Interface Artist, Epic Games Chapter 12 Where Next? ; Ethics, Inclusion and Monetization; Ethics and Gaming; Games Are Transformative; Inclusion; Inclusion and Doubt; Be Wary of Hubris; Be Wary of Negative Stereotypes; Game Violence; Copyright and Intellectual Property; Personal Responsibility; Monetization Conclusion: Thanks for Playing; Technical Resources; Industry Standard Software for Non-Programmers; Tools for Programmers (On a Budget); Open Source (Free) Tools and Communities; Overview of Common Industry Terms; Further Reading; Glossary; Index; Acknowledgements

    £34.99

  • Andrews McMeel Publishing Coraline 2026 Wall Calendar

    Out of stock

    Book Synopsis

    Out of stock

    £999.99

  • Hyperion Walt Disneys Ultimate Inventor

    Out of stock

    Book SynopsisA one-of-a-kind tribute to Walt Disney's technical expert, Ub Iwerks, by his son.

    Out of stock

    £54.14

  • Frozen 2: An Enchanted Adventure

    Welbeck Publishing Group Frozen 2: An Enchanted Adventure

    1 in stock

    Book SynopsisArendelle is safe but the adventure isn''t over. Anna and Elsa are embarking on a journey that will take them far from home. With the help of their friends Kristoff, Olaf and Sven they may just discover the secret behind Elsa''s power. Enjoy this book on its own to learn more about all your favourite characters and to adventure with them into the enchanted forest in this all new story based on Disney''s Frozen 2, or download the free app to unlock an added layer of fun. With Digital Magic, you can collect a series of 3D portraits and elemental crystals to reveal a secret power that''s as special as Elsa''s. Kids are sure to love this interactive adventure, whether it''s reading this magical new story or unlocking their own ice power.

    1 in stock

    £12.39

  • Isaac Julien: Minigraphs

    ellipsis London Ltd Isaac Julien: Minigraphs

    Book SynopsisIsaac Julien is one of Britain''s foremost artist film-makers, as equally acclaimed for his fluent and arresting single-screen works as his vibrant and inventive gallery installations. Moving deftly between filmworld and artworld, Julien remains one of the most original voices on the contemporary scene. This minigraph edition, published at the time of his nomination for the 2001 Turner Prize, features essays by Kobena Mercer and Chris Darke. Minigraphs is a series of publications developed by Film and Video Umbrella devoted to contemporary artists working with film and video. Fully illustrated, and with specially commissioned essays and an extensive lists of works, this series provides an attractive and indispensable introduction to some of Britain's most exciting contemporary artists.

    £12.00

  • DreamWorks Animation: Intertextuality and

    Springer Nature Switzerland AG DreamWorks Animation: Intertextuality and

    1 in stock

    Book SynopsisDreamWorks is one of the biggest names in modern computer-animation: a studio whose commercial success and impact on the medium rivals that of Pixar, and yet has received far less critical attention.The book will historicise DreamWorks’ contribution to feature animation, while presenting a critical history of the form in the new millennium. It will look beyond the films’ visual aesthetics to assess DreamWorks’ influence on the narrative and tonal qualities which have come to define contemporary animated features, including their use of comedy, genre, music, stars, and intertextuality. It makes original interventions in the fields of film and animation studies by discussing each of these techniques in a uniquely animated context, with case studies from Shrek, Antz, Kung Fu Panda, Madagascar, Shark Tale, Bee Movie, Trolls and many others. It also looks at the unusual online afterlife of these films, and the ways in which they have been reappropriated and remixed by subversive online communities.Table of Contents1. Layered, Like Onions: Introducing DreamWorks’ Intertextuality.- 2. Why is Shrek funny?: DreamWorks and the intertextual gag.- 3. ‘All Star’ soundtracks: DreamWorks and the pop song.- 4. Woody Allen in the anthill: DreamWorks and star performance.- 5. Parody, pastiche and the patchwork world: DreamWorks and genre.- 6. The Shrekoning: DreamWorks’ impact on 2000s animation.- 7. Shrek Gets Shreked: DreamWorks’ online afterlife.- Index.

    1 in stock

    £67.99

  • The Boy the Mole the Fox and the Horse The

    HarperCollins Publishers Inc The Boy the Mole the Fox and the Horse The

    10 in stock

    Book Synopsis

    10 in stock

    £26.39

  • Palgrave MacMillan Us Cinema Anime Critical Engagements with Japanese Animation

    15 in stock

    Book SynopsisThis collection charts the terrain of contemporary Japanese animation, one of the most explosive forms of visual culture to emerge at the crossroads of transnational cultural production in the last twenty-five years.Trade Review"Both cinema and animation have served simultaneously as transnational cultural forms as well as national forums, formed by specific discourses on nationalism and modernization. In fact, in the 1910s-20s Japan, animation was not defined as distinct from cinema in terms of social regulations or production concerns. Animation, together with cinema, came under the scrutiny of public educators, censors and national ideologues. The point of intersection for these diverse concerns was the construction of national cinema for international dissemination. The attempt of Cinema Anime to dismantle the distinction between cinema and animation, national cinema and transnational visual culture, is genuinely challenging, but definitely necessary in the tension-ridden period of media globalization." -Daisuke Miyao, University of Oregon, USA 'Cinema Anime is an important and thought-provoking collection of essays by a number of the leading figures in the field. It includes some of the first scholarly work on several challenging and noteworthy anime that have not received enough academic attention up to now. With chapters that range from cross-cultural overviews to ambitious critical interventions, this volume will be of interest to a wide audience, from students to experienced scholars. Indeed, Cinema Anime should be required reading for anyone committed to anime criticism.' -Christopher Bolton, Senior Editorial Board, Mechademia "The brain is the screen," as quoted in the introduction, is an apt expression of Cinema Anime's aim to keep thinking in new ways about anime even as it gains its mindshare, to take new positions towards it even as it finds its place. Its academics know where to look within LAIN, the one show that best learned the liberating message of EVANGELION; Satoshi Kon, the most important anime director to emerge in the past decade and without, showing how film technology itself informs the narrative of anime and how contemporary installation artists draw it forth from flatland to examine our real space. Cinema Anime rephrases the question: where anime is, rather than what it is to be defined. -Carl Gustav Horn, author of Strange Colors: The Power of Japanese Animation 'This is a worthy addition to any Anime fans' library or for those who want to study the media in more depth.' - Phil Jones, SF CrowsnestTable of ContentsScreening Anime - S.T. Brown Part I: Towards a Cultural Politics of Anime "Excuse Me, Who Are You?": Performance, the Gaze, and the Female in the Works of Kon Satoshi - S.Napier The Americanization of Anime and Manga: Negotiating Popular Culture - A.Levi The Advent of Meguro Empress: Decoding the Avant-Pop Anime TAMALA 2010 - T.Takayuki Part II: Post-Human Bodies in the Animated Imaginary Frankenstein and the Cyborg Metropolis - S.Orbaugh Animated Bodies and Cybernetic Selves: The Animatrix and the Question of Post-Humanity - C.Silvio The Robots from Takkun's Head: Cyborg Adolescence in FLCL - B.Ruh Part III: Anime and the Limits of Cinema The First Time as Farce: Digital Animation and the Repetition of Cinema - T.Lamarre "Such is the Contrivance of the Cinematograph" Dur(anim)ation, Modernity, and Edo Culture in Tabaimo's Animated Installations - L.Monnet

    15 in stock

    £44.99

  • 15 in stock

    £13.70

  • Avatar The Way of Water The Visual Dictionary

    DK Avatar The Way of Water The Visual Dictionary

    15 in stock

    Book SynopsisDive into the depths of Avatar: The Way of Water with this definitive guide.   Created in close collaboration with James Cameron’s Lightstorm Entertainment and written by experts who worked on the film, this authoritative book is packed with stunning exclusive details. This must-have visual guide showcases the characters, creatures, vehicles, weapons, and locations from the latest adventure in Pandora.   Meet the next generation of Jake Sully and Neytiri’s family, including the mysterious Kiri and the heroic Neteyam, and their brave new allies among the Metkayina clan. Discover the majestic tulkun, speedy skimwings, and the other fauna and flora of Pandora’s oceans. Examine the latest fearsome RDA vehicles and the specialist recom troops under Colonel Quaritch’s command. Uncover the inner workings of Bridehead City and the sacred Cove of the Ancestors.   With a foreword by Sigourney Weaver, Avatar:

    15 in stock

    £25.50

  • DK Disney Pixar Luca Ultimate Sticker Book

    Out of stock

    Book SynopsisJoin Luca for an unforgettable summer on the Italian coast with this fun sticker bookFeaturing gorgeous artwork from the movie and more than 100 stickers, this book will take readers on a whirlwind adventure around the Italian Riviera. Kids will learn fun facts about all the memorable characters and scenes as they relive the exciting story of the latest Disney and Pixar movie. Fun sticker activities on every page will keep kids engaged for hours, while extra stickers are provided for even more sticking fun. ©2020 Disney/Pixar

    Out of stock

    £999.99

  • Running Press Adult Disney Princess CrossStitch

    10 in stock

    Book Synopsis

    10 in stock

    £13.29

  • Disney Tim Burtons the Nightmare Before Christmas

    Running Press Book Publishers Disney Tim Burtons the Nightmare Before Christmas

    2 in stock

    Book Synopsis

    2 in stock

    £9.86

  • Vanderbilt University Press To Embody the Marvellous

    Out of stock

    Book SynopsisIn its exploration of puppetry and animation as the performative media of choice for mastering the art of illusion, To Embody the Marvelous engages with early modern notions of wonder in religious, artistic, and social contexts. From jointed, wood-carved figures of Christ, saintly marionettes that performed hagiographical dramas, experimental puppets and automata in Cervantes' Don Quixote, and the mechanical sets around which playwright CalderÓn de la Barca devised secular magic shows to deconstruct superstitions, these historical and fictional artifacts reenvisioned religious, artistic, and social notions that led early modern society to critically wrestle with enchantment and disenchantment. The use of animated performance objects in Spanish theatrical contexts during the sixteenth and seventeenth centuries became one of the most effective pedagogical means to engage with civil society. Regardless of social strata, readers and spectators alike were caught up in a paradigm shiftTrade ReviewThere is an extraordinary interdisciplinarity within the work. The complexity of the detail of technical, philosophical, and metaphorical aspects described is very strong. . . . I have never read anything quite like this before." - Cariad Astles, coeditor of Women and Puppetry: Critical and Historical InvestigationsTable of Contents List of Illustrations Acknowledgments Introduction Stages of Animation Chapter 1 Mechanics of Reductionism Socio-political Ticking Pious Technologies The Lives of Shadows Chapter 2 Matters of God Beyond the Altar Towards the Holy Puppet Handling the Descent The Jointed Christ Figure Reimagined Chapter 3 Articulating Saintliness Wooden Saints The Archeology of the MÁquina Real Modern Object-Centric Sainthood Chapter 4 Unruly Puppets The Estrangement of Illusions Operatizing the Puppet Disarticulated Remediations Chapter 5 Technologies of Wonder Making Wonderlands Enchantment Interrupted Modern Re-enchantments Chapter 6 Trapdoors to DesengaÑo Barely Humans Animated Thresholds Spatial Prosthetics Secret Passageways Refurbished Conclusion When Statues Move Work cited Index

    Out of stock

    £999.99

  • Vanderbilt University Press To Embody the Marvellous

    Out of stock

    a huge range and FREE tracked UK delivery on ALL orders.

    Out of stock

    £85.98

  • Steiner Stories How To Be a Disney Adult

    Out of stock

    Out of stock

    £11.39

  • Palgrave MacMillan UK Animated Documentary

    15 in stock

    Trade Review“Animentaries are an excellent subject for pragmatic research projects, and Animated Documentary offers a wealth of ideas to embark upon them.” (Charles Forceville, Journal of Pragmatics, Vol. 89, 2015)Table of ContentsList of Figures Acknowledgements Introduction 1. Representational Strategies 2. Digital Realities 3. Animated Interviews 4. The World in Here 5. Animated Memories Afterword Notes Bibliography Index

    15 in stock

    £66.49

  • Bloomsbury Publishing (UK) Aardman Animations

    15 in stock

    Book SynopsisAnnabelle Honess Roe is Senior Lecturer in Film Studies at the University of Surrey, UK. She is the author of Animated Documentary (2013) which won the 2015 Society for Animation Studies McLaren-Lambart Award for Best Book. She is co-editor of Vocal Projections: Voices in Documentary (Bloomsbury, 2018) and The Animation Studies Reader (Bloomsbury, 2018).Trade ReviewIn this book, the authors engage with all things Aardman through scholarly, diverse, accessible and ultimately intriguing approaches. It is essential reading for scholars, students and practitioners of stop motion animation and beyond. -- Dan Torre, Senior Lecturer, RMIT University, AustraliaTable of ContentsIntroduction: Understanding Aardman Annabelle Honess Roe Identity and Brand 1. ‘All you do is call me, I’ll be anything you need’ Aardman Animations, Music Videos and Commercials Malcolm Cook 2. Music, Sound and Northernness in the Wallace and Gromit Films Joseph Darlington 3. Lord and Master: Eccentricity, Nostalgia and Authority in the Work of Peter Lord Paul Wells 4. From Europe to Hollywood and Back Again: Aardman and its Studio Partners Christopher Meir Cultural Contexts 5. Aardman’s Early Shorts and the British Social Realist Tradition Fatemeh Hosseini-Shakib 6. A Darker Heartland: Otherness, Dysfunction and the Uncanny in Aardman’s Short films Jane Batkin 7. Washed Up: Animating Literary Corpses in The Pearce Sisters Nicholas Andrew Miller 8. Wallace and Gromit and the British Fantasy Tradition Alexander Sergeant Process and Production 9. Animation Storyboarding as Part of the Pre-Production Process: An Aardman Case Study Paul Ward 10. Life’s a Treat: Shaun, Timmy, Aardman and Children’s Television Linda Simensky 11. Shaun the Sheep – Buster Keaton Reborn? Richard Haynes Surface and Performance 12. Aardman’s Neo-Baroque: The Dual Nature of Special Effects in Aardman’s Feature Film Production Thomas Walsh 13. Performing Authenticity through Clay in the Wallace and Gromit Films Laura Ivins 14. Between Plasticine and Pixel: Aardman’s Digital Handprint Christopher Holliday 15. Aardman! In an Entanglement with CGI! Aylish Wood

    15 in stock

    £31.99

  • Palgrave Macmillan JapanAmerica

    15 in stock

    15 in stock

    £16.14

  • Part of the Magic  A Collection of DisneyInspired

    MP-MPP University Press of Mississippi Part of the Magic A Collection of DisneyInspired

    3 in stock

    Book SynopsisTells remarkable and wildly entertaining anecdotal stories told through the lens of an entertainment industry insider. Bambi Moe’s fascinating true stories provide a rare insight into the creative process associated with music in animation and give readers a historical reference to the Walt Disney Company’s burgeoning direct-to-video empire.Trade ReviewWhat makes Part of the Magic so marvelous is Bambi’s resilient sense of wonder despite working for decades in a decidedly cynical industry. Her candid recollections of some of Hollywood’s greatest luminaries are the stuff of legends. Part of the Magic makes you feel as if you are traveling hand-in-hand with your very own Disney heroine bestie—and the adventure is a thrill." —Susan Egan, Broadway and animation actress and producer"The most beautiful thing about Part of the Magic is that it is a labor of love, a testimony of Bambi’s passion for her work. In the end, we’ll all say that WE were the ones who had the fortunate brush with greatness, the greatness of Bambi Moé." —Heather Headley, Tony and Grammy Award–winning performer"Part of the Magic reveals the lovely, talented people whose collaborations made the music behind some of Disney Studios’ great film projects. Bambi Moé reminds readers of the relationships, the research, and the hard work that go into producing successful results. Disney Studios was lucky to have her, and readers are lucky to share in these stories." —Shannon Farnon, the original voice of Wonder Woman"Part of the Magic is a one-of-a-kind self-portrait of a woman whose dedication to bringing talented artists together resulted in game-changing, landmark works that stand the test of time. Never-before-heard insights abound, answering those two most tantalizing insider questions: ‘What was it like to create this?’ and the ever-compelling, ‘What were they like?’" —Greg Ehrbar, entertainment writer, commentator, and coauthor of Mouse Tracks: The Story of Walt Disney Records

    3 in stock

    £18.86

  • Bloomsbury Publishing (UK) Animation Process Cognition and Actuality

    15 in stock

    Book SynopsisDan Torre is a lecturer in the School of Media and Communication at RMIT University in Melbourne, Australia. He has written widely on animation, media and popular culture.Trade ReviewIn this book focusing on animation processes, Dan Torre makes a significant contribution to animation philosophy and theory. Its value is enhanced by the clarity of Torre's writing style, his useful references to animation history, and the applicability of his analysis to animated methods of all types. It should be of interest to not only theorists, but also practitioners seeking a deeper view of their art. * Maureen Furniss, Director of Experimental Animation, California Institute of the Arts, USA *Animation: Process, Cognition, and Actuality brilliantly applies pressure to the question of ‘how something became’ in order to track process in the inverse direction, to reconsider the initial conditions for animation. Torre’s tour de force lies in the discovery of a fundamental bifurcation between movement and form at the heart of the animation process, which enables a far-reaching discussion of a dazzling array of procedures of animating and forms of animation. Animation, after Torre, is neither illusion nor representation; it is experimentation and transformation of actuality. * Thomas Lamarre, Professor, East Asian Studies and Communication Studies, McGill University, Canada *Table of ContentsList of Illustrations Acknowledgements Note on Text Introduction Part One: Process and Animation 1. Processing Animation 2. Cycled and Recycled Animation Part Two: Cognition and Animation 3. Cognitive Animation Theory 4. Reading Animation Part Three: Animation and Actuality 5. Non-Fictional Animation and the Transformation of Actuality 6. Investigative Animation 7. Animating the Real World Conclusion Notes Bibliography Animation/Filmography/Other Media Index

    15 in stock

    £36.99

  • Bloomsbury Publishing Plc Invisible Digital

    Out of stock

    Book SynopsisInvisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man's Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man's Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes. The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on

    Out of stock

    £28.99

  • Hal Leonard Corporation Who's Who in Animated Cartoons: An International

    Out of stock

    Book Synopsis

    Out of stock

    £17.95

  • BearManor Media That's Still Not All Folks!!

    15 in stock

    15 in stock

    £21.03

  • 15 in stock

    £29.16

  • BearManor Media The Animated Marx Brothers

    15 in stock

    15 in stock

    £21.03

  • 15 in stock

    £20.52

  • 15 in stock

    £31.44

  • 15 in stock

    £30.56

  • The Nightmare Before Christmas Tarot Deck and

    Insight Editions The Nightmare Before Christmas Tarot Deck and

    7 in stock

    Book SynopsisLet the citizens of Halloween Town guide your tarot practice with this sumptuously illustrated tarot deck inspired by Tim Burton’s classic film The Nightmare Before Christmas. This gift set includes a tarot altar cloth, guided notebook for reflection, and pouch to hold your cards and booklet. Disney’s iconic holiday film Tim Burton’s The Nightmare Before Christmas is now an enchanting tarot set, offering a frightful-but-friendly take on the traditional 78-card deck. This set features all your favorite characters from Jack Skellington to Oogie Boogie to Sandy Claws himself in gorgeous original illustrations based on classic tarot iconography. Featuring both major and minor arcana, the set also comes with a helpful guidebook explaining each card’s meaning, as well as simple spreads for easy readings. Packaged in a sturdy, decorative gift box, this hauntingly charming tarot deck is the perfect gift for Tim Burton’s The Nightmare Before Christmas fan or tarot enthusiast in your life. This gift set includes: 78-card Tarot Deck 128-page Guidebook Tarot altar cloth Guided notebook for reflection Pouch to hold your cards and booklet. ORIGINAL ART: The booklet and each of the 78 cards in this deck feature gorgeous original Tim Burton’s The Nightmare Before Christmas-themed art. TAROT READING GUIDE: This unique set includes a guidebook to help tarot practitioners of all skill levels perform fun and informed readings. GUIDED JOURNAL: Beautiful illustrations and intriguing prompts help guide your tarot practice and record memorable readings. ALTAR CLOTH: Set the stage for a fun, entertaining and meaningful reading with a beautiful altar cloth. CLOTH POUCH: Store your tarot cards in a deluxe drawstring cloth pouch. OFFICIAL DISNEY DECK: The only official Disney The Nightmare Before Christmas tarot deck and guide.

    7 in stock

    £31.95

  • Legenda From Puppet to Cyborg

    Out of stock

    Out of stock

    £16.02

  • Titan Books Ltd The Art of the Trolls

    Out of stock

    Book SynopsisFull of playful designs created in the optimistic and fun-loving spirit of the Trolls, The Art of Trolls showcases hundreds of pieces of concept and production art to illustrate how DreamWorks's team of talented artists created an enchanting reinterpretation of the Trails phenomenon that has gripped collectors and popular culture for decades.

    Out of stock

    £999.99

  • The Art of Wish

    Chronicle Books The Art of Wish

    10 in stock

    Book SynopsisA deluxe installment of the beloved Art of Disney series shares the story behind the art and making of Wish, a feature film set to release during the 100th anniversary year of Walt Disney Animation Studios. A film that could only come from Disney Animation, this epic animated musical is inspired by the legacy of films from the studio and asks the question “How did the wishing star, upon which so many characters wished, come to be?” The story follows Asha—an optimist with a sharp wit who cares endlessly about her community. In a moment of desperation, Asha makes an impassioned plea to the stars, which is answered by a cosmic force: a little ball of boundless energy called Star. Together, they face the most formidable of foes to save her community and prove that when the will of one courageous human connects with the magic of the stars, wondrous things can happen. This stunning Disney book highlights the beautiful artwork from the film’s creation—including character designs, storyboards, color scripts, and much more—and features exclusive interviews from the creative team along with behind-the-scenes details. © 2023 Disney Enterprises, Inc.

    10 in stock

    £29.75

  • Welbeck Publishing Group Limited An Unofficial Guide to the World of Studio Ghibli

    2 in stock

    Book Synopsis

    2 in stock

    £14.20

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