Bullettime

Bullettime
Author: Nick Mamatas
Publisher: Open Road Media
Total Pages: 193
Release: 2020-12-01
Genre: Fiction
ISBN: 1504064372

“Think Run Lola Run by way of the Columbine massacre. . . . A noir steeped in teenage misery and revenge” by the author of Sensation and Sabbath (Backlisted). Every day, Dave Holbrook runs the gauntlet of high school in northern New Jersey, complete with racial tensions, bullying, and outright violence. His home life isn’t so great either. His mother’s an alcoholic and his father can’t be bothered. So Dave subsists on over-the-counter cough syrup and his love for her . . . She’s a transfer student, a waitress, a goddess of discord named Eris. And she offers Dave a way out of his miserable existence—and into an infinite number of tragically short lives. In one, he dies of bronchitis as a baby. In another, he has a job installing lottery machines until a fatal car wreck. And in the darkest one of all, he arms himself with an Uzi and walks into his school. No matter what happens, it seems, Dave is trapped on a never-ending ride of infinite possibilities—with Eris at the wheel. “Nick Mamatas’s work is often so relevant and timely as to border on the prophetic, and his fourth solo novel is no exception. It may also be his most accessible book to date, which is all the more impressive when you consider its non-linear, unique structure, and the Gus Van Sant-sized elephant in the classroom—Bullettime centers around a miserable teenager shooting up his high school.” —Strange Horizons “Complex, ambitious . . . Readers willing to venture off the beaten path will be intrigued by Dave’s sometimes pathetic and sometimes oddly endearing life stories.” —Publishers Weekly “Mamatas’s strong voice shines.” —SF Signal

The 365 Bullet Guide

The 365 Bullet Guide
Author: Zennor Compton
Publisher: Pan Macmillan
Total Pages: 258
Release: 2017-11-02
Genre: Self-Help
ISBN: 0752266330

Say hello to the bullet system: a revolutionary organization method that will increase both your efficiency and your creativity. At its simplest, the bullet method will provide you with a fool proof to-do list that will ensure you never miss a task or appointment again. Take it just a step further and its principals will let you organize your present, take note of the past and plan your future. The 365 Bullet Guide is an easy-to-follow book that will teach you the bullet system. There's an exercise for every day of the year and each takes 365 seconds or less to complete. With simple, clear instructions, this book will show you how to incorporate the bullet method into your life as gradually or quickly as you like. The joy of bulleting is that it is both holistic and completely customizable to your own aesthetics and habits, so you can create your own journal from scratch and put into practice as many of the hundreds of ideas and techniques as your like such as habit trackers, sleep logs, handwriting exercises, and much more! Whether you’re a secret scribbler or a to-the-point minimalist, The 365 Bullet Guide is your indispensable guide to an elegantly organized life. With contemporary illustrations by Marcia Mihotich, this book will help you to build a better life. Grab a notebook and pen, and get bulleting!

What Is Narratology?

What Is Narratology?
Author: Tom Kindt
Publisher: Walter de Gruyter
Total Pages: 381
Release: 2008-08-22
Genre: Literary Criticism
ISBN: 3110202069

“What Is Narratology?” sees itself as contributing to the intensive international discussion and controversy on the structure and function of narrative theory. The 14 papers in the volume advance proposals for determining the object of narratology, modelling its concepts and characterising its status within cultural studies.

Understanding Machinima

Understanding Machinima
Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
Total Pages: 294
Release: 2013-07-30
Genre: Social Science
ISBN: 1441149627

In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Unruly Media

Unruly Media
Author: Carol Vernallis
Publisher: Oxford University Press
Total Pages: 365
Release: 2013-11
Genre: Business & Economics
ISBN: 0199766991

Unruly Media argues that we are the crest of a new international style in which sonic and visual parameters become heightened and accelerated. This audiovisual turn calls for new forms of attention. Post-classical cinema, with its multi-plot narratives and flashy style, fragments under the influence of audiovisual numbers and music-video-like sync. Music video becomes more than a way of selling songs. YouTube's brief, low-res clips encompass many forms and foreground reiteration, graphic values and affective intensity. These three media are riven by one another: a trajectory from YouTube through music video to the new digital cinema reveals commonalities, especially in the realms of rhythm, texture and form. This is the first book to account for the current audiovisual landscape across medium and platform, and it demonstrates that attending equally to soundtrack and image reveals how these media work and how they both mirror and shape our experience.

Digital Visual Effects and Compositing

Digital Visual Effects and Compositing
Author: Jon Gress
Publisher: Pearson Education
Total Pages: 553
Release: 2015
Genre: Computers
ISBN: 0321984382

Annotation Everything you need to know to become a professional VFX whizz in one thorough and comprehensive guide.

The Cinema of Attractions Reloaded

The Cinema of Attractions Reloaded
Author: Wanda Strauven
Publisher: Amsterdam University Press
Total Pages: 464
Release: 2006
Genre: Performing Arts
ISBN: 9053569456

Twenty years ago, noted film scholars Tom Gunning and André Gaudreault introduced the phrase “cinema of attractions” to describe the essential qualities of films made in the medium’s earliest days, those produced between 1895 and 1906. Now, The Cinema of Attractions Reloaded critically examines the term and its subsequent wide-ranging use in film studies. The collection opens with a history of the term, tracing the collaboration between Gaudreault and Gunning, the genesis of the term in their attempts to explain the spectacular effects of motion that lay at the heart of early cinema, and the pair’s debts to Sergei Eisenstein and others. This reconstruction is followed by a look at applications of the term to more recent film productions, from the works of the Wachowski brothers to virtual reality and video games. With essays by an impressive collection of international film scholars—and featuring contributions by Gunning and Gaudreault as well—The Cinema of Attractions Reloaded will be necessary reading for all scholars of early film and its continuing influence.

Panel to the Screen

Panel to the Screen
Author: Drew Morton
Publisher: Univ. Press of Mississippi
Total Pages: 239
Release: 2016-11-28
Genre: Literary Criticism
ISBN: 1496809815

Over the past forty years, American film has entered into a formal interaction with the comic book. Such comic book adaptations as Sin City, 300, and Scott Pilgrim vs. the World have adopted components of their source materials' visual style. The screen has been fractured into panels, the photographic has given way to the graphic, and the steady rhythm of cinematic time has evolved into a far more malleable element. In other words, films have begun to look like comics. Yet, this interplay also occurs in the other direction. In order to retain cultural relevancy, comic books have begun to look like films. Frank Miller's original Sin City comics are indebted to film noir while Stephen King's The Dark Tower series could be a Sergio Leone spaghetti western translated onto paper. Film and comic books continuously lean on one another to reimagine their formal attributes and stylistic possibilities. In Panel to the Screen, Drew Morton examines this dialogue in its intersecting and rapidly changing cultural, technological, and industrial contexts. Early on, many questioned the prospect of a "low" art form suited for children translating into “high” art material capable of drawing colossal box office takes. Now the naysayers are as quiet as the queued crowds at Comic-Cons are massive. Morton provides a nuanced account of this phenomenon by using formal analysis of the texts in a real-world context of studio budgets, grosses, and audience reception.

The CG Story

The CG Story
Author: Christopher Finch
Publisher: The Monacelli Press, LLC
Total Pages: 289
Release: 2013-12-03
Genre: Performing Arts
ISBN: 1580933572

The Art of Walt Disney author Christopher Finch tells the story of the pioneers of CG films: producer/directors like George Lucas, Steven Spielberg, and Ridley Scott; and John Lasseter and Ed Catmull, founders of Pixar. Computer generated imagery, commonly called “CG,” has had as big an impact on the movie industry as the advent of sound or color. Not only has it made possible a new kind of fully animated movie, but it also has revolutionized big-budget, live-action filmmaking. The CG Story is one of determined experimentation and brilliant innovation carried out by a group of gifted, colorful, and competitive young men and women, many of whom would become legendary in the digital world. George Lucas, Steven Spielberg, and Ridley Scott embraced the computer to create believable fantasy worlds of a richness that had seldom if ever been realized on screen. Their early efforts helped inspire a revolution in animation, enabled by technical wizardry and led by the founders of Pixar, including John Lasseter and Ed Catmull, who would create the entirely computer-produced worlds of Toy Story and subsequent Pixar films. Meanwhile, directors like James Cameron used the new technology to make hybrid live-action and CG films, including the extraordinary Avatar. Finch covers these and more, giving a full account of today’s most significant CG films.