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Re-frames the computer-animated film as a new genre of contemporary cinemaWidely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, 'The Computer-Animated Film: Industry, Style and Genre' persuasively argues that this body of work constitutes a unique genre of mainstream cinema. Informed by wider technological discourses and the status of animation as an industrial art form, the book not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film's unique production contexts.Key FeaturesProvides a wide-ranging focus on a multitude of animation studios, companies, facilities, divisions and subsidiaries in Hollywood and beyondSupported throughout by close textual analysis and clearly marked case studiesExpands the critical examination of computer-animated films by combining animation and film theory together with theories of animation practice, industry papers and original studio production memosCase StudiesShark Tale (2004)Hoodwinked! (2006)Flushed Away (2006)Over the Hedge (2006)The Good Dinosaur (2015)Frozen (2013)Zootopia (2016)Ratatouille (2007)Antz (1998)A Bug's Life (1998)Wall-E (2008)Toy Story 3 (2010)Toy Story 2 (1999)Cars (2005) / Cars 2 (2011)Happy Feet (2006)Sausage Party (2016)Monsters, Inc. (2001)Rise of the Guardians (2012)Despicable Me 2 (2013) / Minions (2015)Surf's Up (2007)Bolt (2008)
Dr Christopher Holliday is Senior Lecturer in Liberal Arts and Visual Cultures Education at King’s College London. He is the author of The Computer-Animated Film (2018, EUP) and editor of Fantasy/Animation (2018, Routledge) and Snow White and the Seven Dwarfs (2021, Bloomsbury).
Table of ContentsList of illustrationsAcknowledgementsIntroduction1. Falling with style? The Computer-Animated Film and Genre2. Towards a Journey Narrative syntax3. Notes on a Luxo world4. Computer-Animated Films and Anthropomorphic Subjectivity5. Object Transformation and the Spectacle of Scrap6. Pixar, Performance and Puppets7. Monsters, Synch: A Taxonomy of the Star Voice8. From Wile E. to Wall-E: Computer-Animated Film Comedy9. Dreamworks Animation, Metalepsis and Diegetic Deconstruction10. The Mannerist GameConclusion: Satisfying a Spirit of AdventureBibliographyIndex
The Computer-Animated Film is ambitious in its scope and comprehensive in its coverage, which alone would make a go-to text in the still-comparatively underserved field of contemporary animation. On top of this, its intelligent critique and potentially controversial genre-based approach make it an engaging read for experienced animation scholars.'