The grandfather of manga and anime, Osamu Tezuka created hundreds of unforgettable characters during his 40+ year career as an illustrator and animator. His influence on generations of artists has been immeasurable, and is still felt today across Japan and beyond. Osamu Tezuka: Anime Character Illustrations collects the character designs from several of Tezuka's animation projects. Included are characters from Mighty Atom (Astroboy), Jungle Emperor (Kimba the White Lion), Black Jack, and many more.
Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a “genre,” but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.
Osamu Tezuka, Mighty Atom, and the Manga/Anime Revolution
Author: Frederik L. Schodt
Publisher: Stone Bridge Press
Category: Performing Arts
The pioneering genius of Japan’s “God of Comics,” Osamu Tezuka (1928–89), is examined through his life’s masterwork: Tetsuwan Atomu, also known as Mighty Atom or Astro Boy, a comic series featuring a cute little android who yearns to be more human. The history of Tetsuwan Atomu and Tezuka’s role in it is a road map to understanding the development of new media in Japan and the United States. Topics include Tezuka’s life, the art of animation, the connection between fantasy robots and technology, spin-offs, and Astro Boy’s cultural impact. Frederik L. Schodt is a translator and author of numerous books about Japan, including Manga! Manga! and Dreamland Japan. He often served as Osamu Tezuka’s English interpreter. In 2009 he was received the The Order of the Rising Sun, Gold Rays with Rosette for his contribution to the introduction and promotion of Japanese contemporary popular culture.
'Amazingly well researched, fabulously informative and an awful lot of fun. If you love Japanese culture or are just curious to know more I can't recommend this book highly enough' Jonathan Ross 'A nerd- and generalist-friendly look at how Japan shaped the post-World War II world, from toys to Trump . . . A non-native's savvy study of Japan's wide influence in ways both subtle and profound' Kirkus The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations, from the techy to the wild to the super-kawaii. But as Japanese-media veteran Matt Alt proves in this brilliant investigation of Tokyo's pop-fantasy complex, we don't know the half of it. Japan's toys, gadgets, and fantasy worlds didn't merely entertain. They profoundly transformed the way we live. In the 1970s and '80s, Japan seemed to exist in some near future, soaring on the superior technology of Sony and Toyota while the West struggled to catch up. Then a catastrophic 1990 stock-market crash ushered in the 'lost decades' of deep recession and social dysfunction. The end of the boom times should have plunged Japan into irrelevance, but that's precisely when its cultural clout soared - when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Pokémon and Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products made Japan the forge of the world's fantasies, and gave us new tools for coping with trying times. They also transformed us as we consumed them - connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japanese ingenuity remade global culture and may have created modern life as we know it. It's Japan's world; we're just gaming, texting, singing, and dreaming in it.
Enjoy the first English children’s picture book on how Japanese animation and comics were created! Amazingly illustrated, this storybook features a bilingual Japanese translation. This is the third adventure in our series on cool inventions created in Asia. The cute red panda Dao makes history come alive by transporting the kids Emma and Ethan back in time. Together they learn how fantastic creations came to be and zip back to the future! This dynamic journey explores the evolution of Japanese animation and comic books. Published in newspapers, magazines, books, and graphic novels, comics became TV shows, movies, and games. These entertainment brought Japanese pop culture across the globe and influenced artists everywhere. This quest features 100 of your favorite characters and creators: from Osamu Tezuka’s Astro Boy and Rumiko Takahashi’s Ranma 1/2 to Hayao Miyazaki’s Studio Ghibli and Totoro. Mazinger, Speed Racer, and Doraemon are joined by Sailor Moon, Dragon Ball, and Pokémon. Mobile Suit Gundam, Akira, and Ghost in the Shell meet Full Metal Alchelmist, One Piece, and One Punch Man. Iconic and best-selling series are brought to life with the amazing artwork of Juan Calle, an otaku (big fan) himself. Adults and kids can learn about the categories shonen, shojo, and mecha (giant robots), use a handy glossary, and draw inspiration to create their own amazing stories. Teachers and librarians will find this a great addition to their comic book and graphic novel collections. - - - "The Discovery of Anime and Manga bursts from the page with energy and color. Informative and entertaining, it's a beautifully rendered concise introduction to manga and anime for not only children, but comics fans of all ages." - Dr. Dale Jacobs, Department of English, University of Windsor, Canada “In the book we see iconic Japanese anime characters such as Astroboy, Doraemon, Dragon Ball, My Neighbor Totoro, Sailor Moon, Pokemon, One Piece, One Punch Man and more. This makes the book not only fun for children, but also for adults, as they can flip through and remember beloved childhood characters. The story moves along with bright bold illustrations by Juan Calle. Each page is a love letter to manga, making this a delightful read for children and parents.” - Sampan “Brimming with colorful, dynamic illustrations...The Discovery of Anime & Manga is an eye-opening tour.” - Midwest Book Review "I will never forget watching My Neighbor Totoro with my daughter and the worlds that the film ushered in for me. I had never experienced moving images, sounds, pictures, music in quite that way before and the potentials and powers of animated film strongly impacted me as a scholar. It was then that I recognized that animé and manga had the kind of beauty that Susan Sontag described about as ‘a beauty with adjectives, arranged on a scale of ascending value and incorruptibility.’ In Amara and Chin’s The Discovery of Animé and Manga told through stunning illustrations by Calle, they offer a detailed, storied account of the evolution of animé and manga in Japan and eventually around the world. From whimsical drawings in the early twentieth century to kamishibai tales told in on street corners to the ubiquity of adults and children drawing animé and manga embodying otaku in their everyday lives. Everyone should read this history book to get a true understanding about the significance of not just animé and manga, but the power of multimodality on how we think and learn." —Dr. Jennifer Rowsell, Professor of Literacies and Social Innovation, University of Bristol, School of Education
Movie is considered to be an important art form; films entertain, educate, enlighten and inspire audiences. Film is a term that encompasses motion pictures as individual projects, as well as — in metonymy — the field in general. The origin of the name comes from the fact that photographic film (also called filmstock) has historically been the primary medium for recording and displaying motion pictures. Many other terms exist — motion pictures (or just pictures or "picture"), the silver screen, photoplays, the cinema, picture shows, flicks — and commonly movies.
An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot. Animation is the optical illusion of motion created by the consecutive display of images of static elements. In film and video production, this refers to techniques by which each frame of a film or movie is produced individually. Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Anime is a medium of animation originating in Japan, with distinctive character and background aesthetics that visually set it apart from other forms of animation. An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot (even if it is a very short one). Manga is the Japanese word for comics and print cartoons. Outside of Japan, it usually refers specifically to Japanese comics. Special effects (abbreviated SPFX or SFX) are used in the film, television, and entertainment industry to visualize scenes that cannot be achieved by normal means, such as space travel. Stop motion is a generic gereral term for an animation technique which makes static objects appear to move.
Born of Japan's cultural encounter with Western entertainment media, manga (comic books or graphic novels) and anime (animated films) are two of the most universally recognized forms of contemporary mass culture. Because they tell stories through visual imagery, they vault over language barriers. Well suited to electronic transmission and distributed by Japan's globalized culture industry, they have become a powerful force in both the mediascape and the marketplace.This volume brings together an international group of scholars from many specialties to probe the richness and subtleties of these deceptively simple cultural forms. The contributors explore the historical, cultural, sociological, and religious dimensions of manga and anime, and examine specific sub-genres, artists, and stylistics. The book also addresses such topics as spirituality, the use of visual culture by Japanese new religious movements, Japanese Goth, nostalgia and Japanese pop, "cute" (kawali) subculture and comics for girls, and more. With illustrations throughout, it is a rich source for all scholars and fans of manga and anime as well as students of contemporary mass culture or Japanese culture and civilization.
In the wake of the critical acclaim of the incredible Metropolis animated feature, interest in the work of Osamu Tezuka, creator of Metropolis and the godfather of Japanese comics and animation, has never been greater, and Astro Boy is the flame that ignited the modern manga and anime industries. Perhaps the most endearing, and enduring, character to emerge from Tezuka's volcanic imagination, Astro Boy thrills, amuses, and warms the hearts of readers of all ages. In this volume, a collision with an alien spacecraft sends Astro and the craft's female pilot fifty years into Earth's past, a past before robots -- not to mention aliens! Astro must find a way back to his present -- our future -- before he runs out of power, but his power is desperately needed in a world torn by war and the terror of nuclear weapons!
The theme of memory has played a significant role in anime throughout its evolution as an art form and as popular entertainment. Anime’s handling of memory is multifaceted, weaving it into diverse symbolic motifs, narratives and aesthetic issues. This study aims to provide a detailed analysis of a range of anime titles wherein different aspects of this cultural phenomenon are articulated. It explores anime films and series that exemplify the distinctive signatures placed by particular directors or studios on the treatment of memory, while also highlighting the prominence of memory in anime with reference to specific philosophical, artistic, and historical contexts.
Manga is an emotive and expressive form of storytelling that has become popular worldwide; vivid and fascinating characters make a large contribution to its appeal. Characters are an essential component of a good story, crucial to the plot and vital for engaging the reader's interest and emotions. They are also enormous fun to imagine and to draw, but it is not always easy to fit your characters, your world and your plot together to create a seamless, convincing whole. Written and illustrated by five artists from Sweatdrop Studios, this book starts with drawing in the manga style before going on to describe the process of character creation and how your character could express their personality and emotions. Five original characters help to explain every topic, including character traits, from personalities and typical roles all the way down to the individual details important to make your character unique. The book also looks at the creation of side characters to complement your main character, and world-building. Packed with tips, it describes how to make your world realistic and intriguing, no matter how fantastical or everyday its basis.
An Insider's Look at the Worlds of Manga, Anime, and Gaming
Author: Patrick W. Galbraith
Publisher: Tuttle Publishing
Category: Young Adult Nonfiction
Moe is a huge cultural phenomenon and one of the driving forces behind the enormous success of Japanese anime and manga—not just in Japan but now throughout the world. In Japan, avid fans of manga comics, anime films and videogames use the term Moe to refer to the strong sense of emotional attachment they feel for their favorite characters. These fans have a powerful desire to protect and nurture the youthful, beautiful and innocent characters they adore—like Sagisawa Moe in Dinosaur Planet and Tomoe Hotaru in Sailor Moon. They create their own websites, characters, stories, discussion groups, toys and games based around the original manga and anime roles. Author Patrick Galbraith is the world's acknowledged expert on Moe and a journalist based in Tokyo. For this book, he interviewed twenty important figures in the world of Japanese manga and anime to gain their insights on the Moe phenomenon. These interviews provide us with the first in-depth survey of this subject. Galbraith uncovers how Moe is influencing an entire generation of manga artists and readers. For those new to anime, manga, and youth culture in Japan, he discusses what constitutes the ideal Moe relationship and why some fans are even determined to marry their fictional sweethearts. He reveals key moments in the development of Moe, and current and future trends in the spread of Moe works and characters from Japan to other parts of the world. The Moe Manifesto provides an insider's look at the earliest Moe characters such as Ayame by Tezuka Osamu. The book has over 100 illustrations of the most famous Moe characters, many in color, and it is sure to delight manga and anime fans of every age.
Dark Horse proudly presents one of the crown jewels of manga - Astro Boy! Created by the late Osamu Tezuka, a revered animator and cartoonist (who created over 150,000 pages of comics in his career!) considered the Walt Disney of Japan, Astro Boy was the first manga series to be adapted to animation and became a worldwide phenomenon, making Astro Boy the Mickey Mouse of anime - a jet-powered, super-strong, evil-robot-bashing, alien-invasion-smashing Mickey Mouse, that is!
An Insider’s View of the Birth of a Pop Culture Phenomenon
Author: Fred Ladd
Category: Performing Arts
The first generation of American television programmers had few choices of Saturday morning children’s offerings. That changed dramatically in 1963 when a Japanese animated television series called Tetsuan Atom was acquired for distribution by NBC. Fred Ladd adapted the show for American television and—rechristened Astro Boy—it was an overnight sensation. Astro Boy’s popularity sparked a new industry importing animated television from Japan. Ladd went on to adapt numerous Japanese animated imports, and here provides an insider’s view of the creation of an ongoing cultural and media phenomenon.
The thought-provoking, aesthetically pleasing animated films of Hayao Miyazaki attract audiences well beyond the director's native Japan. Princess Mononoke and Spirited Away were critically acclaimed upon U.S. release, and the earlier My Neighbor Totoro and Kiki's Delivery Service have found popularity with Americans on DVD. This critical study of Miyazaki's work begins with an analysis of the visual conventions of manga, Japanese comic books, and anime; an overview of Japanese animated films; and a consideration of the techniques deployed by both traditional cel and computer animation. This section also details Miyazaki's early forays into comic books and animation, and his output prior to his founding of Studio Ghibli. Part Two concentrates on the Studio Ghibli era, outlining the company's development and analyzing the director's productions between 1984 and 2004, including Castle in the Sky, My Neighbor Totoro and his newest film, Howl's Moving Castle. The second section also discusses other productions involving Studio Ghibli, including Grave of the Fireflies and The Cat Returns. Appendices supply additional information about Studio Ghibli's merchandise production, Miyazaki's global fan base, and the output of other Ghibli directors.
Discovering the Land of Manga, Anime, Zen, and the Tea Ceremony
Author: Hector Garcia
Publisher: Tuttle Publishing
For every fan of manga, anime, J-pop, or Zen, A Geek in Japan is a hip, smart and concise guide to the land that is their source. Comprehensive and well informed, it covers a wide array of topics in short articles accompanied by sidebars and numerous photographs, providing a lively digest of the society and culture of Japan. Designed to appeal to the generations of Westerners who grew up on Pokemon, manga and video games, A Geek in Japan reinvents the culture guide for readers in the Internet age. Spotlighting the originality and creativity of the Japanese, debunking myths about them, and answering nagging questions like why they're so fond of robots, author Hector Garcia has created the perfect book for the growing ranks of Japanophiles in this inspired, insightful and highly informative guide.