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1

How to Make Animated Films. Elsevier Science, 2009.

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2

Animation and America. Edinburgh University Press, 2002.

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3

Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. McFarland & Co., 2010.

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4

Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. McFarland & Co., 2009.

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5

Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. McFarland & Co., 2010.

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6

The Pixar touch: The making of a company. Vintage Books, 2009.

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7

Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. McFarland & Co., 2010.

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8

Dong hua chang jing she ji: Donghua changjing sheji. Shanghai jiao tong da xue chu ban she, 2009.

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9

Aubron, Hervé. Génie de Pixar. Capricci, 2011.

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10

Génie de Pixar. Capricci, 2011.

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11

Animation writing and development: From screen developement to pitch. Focal Press, 2005.

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12

Animated realism: A behind the scenes look at the animated documentary genre. Focal, 2012.

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13

Dong man wen hua dui wo guo qing shao nian she hui xing fa zhan de ying xiang. Wuhan da xue chu ban she, 2013.

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14

Gilbert, Sara. The story of Pixar. Creative Education, 2015.

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15

Yŏnʼgŭk, yŏnghwa, enimeisyŏn yŏnʼgu charyo: Enimeisyŏn. Kŏsan, 2008.

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16

Design first for 3D artists. Wordware Pub., 2005.

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17

Price, David A. The Pixar Touch. Knopf Doubleday Publishing Group, 2008.

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18

Price, David A., and David A. Price. The Pixar touch: The making of a company. Alfred A. Knopf, 2008.

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19

Yŏnʼgŭk, yŏnghwa, enimeisyŏn yŏnʼgu charyo: Enimeisyŏn. Kŏsan, 2008.

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20

How to make animated films: Tony White's masterclass on the traditional principles of animation. Elsevier/Focal Press, 2009.

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21

Pixarpedia. Dorling Kindersley, 2009.

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22

Pictures, Walt Disney, ed. The art of Bolt. Chronicle Books, 2008.

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23

Pixar: The Company and Its Founders. ABDO Publishing Company, 2011.

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24

California, Oakland Museum of, ed. Pixar: 25 years of animation. Chronicle Books, 2010.

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25

Stanchfield, Walt. Drawn to life: 20 golden years of Disney master classes. Focal Press/Elsevier, 2009.

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26

Stanchfield, Walt. Drawn to life: 20 golden years of Disney master classes. Focal Press/Elsevier, 2009.

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27

Stanchfield, Walt. Drawn to life: 20 golden years of Disney master classes. Focal Press/Elsevier, 2009.

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28

Don, Hahn, ed. Drawn to life: 20 golden years of Disney master classes. Focal Press/Elsevier, 2009.

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29

Krystina, Madej, and SpringerLink (Online service), eds. Disney Stories: Getting to Digital. Springer New York, 2012.

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30

CGI filmmaking: The creation of Ghost warrior. Wordware Pub., 2004.

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31

The art of Blue Sky Studios. Insight Editions, 2014.

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32

Set the action!: Creating backgrounds for compelling storytelling in animation, comics, and games. Focal Press, 2012.

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33

Designing sound. MIT Press, 2010.

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34

Scaramozzino, Michael. Creating a 3D animated CGI short: The making of The audition. Jones and Bartlett, 2011.

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35

Kurtti, Jeff. A bug's life: A behind-the-scenes look at how a computer-animated film is made. Disney Press, 1998.

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36

Scaramozzino, Michael. Creating a 3D animated CGI short: The making of The Autiton Archives- fault effect. Jones and Bartlett, 2011.

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37

Creating a 3D animated CGI short: The making of The Autiton Archives- fault effect - pilot webisode. Jones and Bartlett, 2011.

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38

Holliday, Christopher. The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.001.0001.

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The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged in the mid-1990s at the intersection of feature-length animated cinema and Computer-Generated Imagery (CGI). Widely 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 argues that this international body of work constitutes a unique genre of mainstream cinema. It applies, for the very first time, genre theory to the landscape of contemporary digital animation, and identifies how computer-animated films can be distinguished in generic terms. This book therefore asks fundamental questions about the evolution of film genre theory within both animation and new media contexts. Informed by wider technological discourses and the status of animation as an industrial art form, The Computer-Animated Film: Industry, Style and Genre 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.
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39

Computer Animated Films (Connect Bible Studies). Scripture Union (UK), 2005.

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40

Holliday, Christopher. Computer-Animated Film: Industry, Style and Genre. Edinburgh University Press, 2019.

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41

Computer-Animated Film: Industry, Style and Genre. Edinburgh University Press, 2018.

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42

Animation and America. Rutgers University Press, 2002.

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43

Animation and America. Rutgers University Press, 2002.

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44

Saxon, Victoria. Poster Art of Cars: Collecting more than a hundred posters and graphics from Pixar Animation Studios and Walt Disney Imagineering. Disney Editions, 2017.

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45

The Toy Story Films An Animated Journey. Disney Editions, 2012.

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46

Paley, Nina. Flash for Film and Video. Pearson Education, Limited, 2003.

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47

Pixar Treasures, The. Disney Editions, 2009.

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48

(Foreword), Ed Catmull, Steve Jobs (Foreword), John Lasseter (Foreword), and Leslie Iwerks (Collaborator), eds. To Infinity and Beyond!: The Story of Pixar Animation Studios. Chronicle Books, 2007.

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49

Anzovin, Steven. 3D Toons. Ilex, 2005.

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50

Parks, Corrie Francis. Fluid Frames: Experimental Animation with Sand, Clay, Paint, and Pixels. CRC Press LLC, 2020.

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