Book picks similar to
Walt Disney Imagineering: A Behind the Dreams Look At Making the Magic Real by The Imagineers
disney
non-fiction
nonfiction
art
Star Wars: The Blueprints
J.W. Rinzler - 2011
With more than 250 blueprints, 500 photographs and illustrations, and ten stunning gatefolds, Star Wars: The Blueprints is a deluxe volume that reveals the work of the engineers, designers, and artists who dreamed up the look and feel of the Star Wars universe. Best-selling author J. W. Rinzler explores the complex process of envisioning and creating the Star Wars films throughout this collection. Witness first-hand the technical expertise and jaw-dropping detail involved in every part of the process, from concept sketches to final scenes. Star Wars: The Blueprints showcases the transformation of careful technical drawings to now-iconic sets--the rebel blockade runner, the
Millennium Falcon
, the bridge of General Grievous’s flagship, Jabba the Hutt’s throne room, and many others. Meticulously researched and packed with gorgeous artwork and little-known details, Star Wars: The Blueprints tells the story of the brilliant minds and technical prowess that brought this extraordinary epic to life.
The Design of Everyday Things
Donald A. Norman - 1988
It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.
Three Years in Wonderland: The Disney Brothers, C. V. Wood, and the Making of the Great American Theme Park
Todd James Pierce - 2016
V. Wood. Three Years in Wonderland presents the never-before-told, full story of -the happiest place on earth.- Using information from over one hundred unpublished interviews, Todd James Pierce lays down the arc of Disneyland's development from an idea to a paragon of entertainment.In the early 1950s, the Disney brothers hired Wood and his team to develop a feasibility study for an amusement park Walt wanted to build in southern California. -Woody- quickly became a central figure. In 1954, Roy Disney hired him as Disneyland's first official employee, its first general manager, and appointed him vice president of Disneyland, Inc., where his authority was exceeded only by Walt. A brilliant project manager, Wood was also a con man of sorts. Previously, he had forged his university diploma. A smooth-talker drawn to Hollywood, the first general manager of Disneyland valued money over art. As relations soured between Wood and the Disney brothers, Wood found creative ways to increase his income, leveraging his position for personal fame. Eventually, tensions at the Disney park reached a boiling point, with Walt demanding he be fired.In compelling detail, Three Years in Wonderland lays out the struggles and rewards of building the world's first cinematic theme park and convincing the American public that a $17 million amusement park was the ideal place for a family vacation. The early experience of Walt Disney, Roy Disney, and C. V. Wood is one of the most captivating untold stories in the history of Hollywood. Pierce interviewed dozens of individuals who enjoyed long careers at the Walt Disney Company as well as dozens of individuals who--like C. V. Wood--helped develop the park but then left the company for good once the park was finished. Through much research and many interviews, Three Years in Wonderland offers readers a rare opportunity to stand shoulder-to-shoulder with the men and women who built the best-known theme park in the world.
A Historical Tour of Walt Disney World: Volume 1
Andrew Kiste - 2015
Jungle Cruise: Despite the skipper humor, this ride has its roots in European colonialism and the scramble for Africa.
Pirates of the Caribbean: Yo ho ho, me hearties, but did the real pirates of the Caribbean act like those in Adventureland?
Crystal Palace: The first two Crystal Palaces burned to the ground; how much is Disney's popular restaurant their carbon copy?
Tomorrowland: Disney's original plan to faithfully represent the future fell apart when the future didn't cooperate.
Find out where the Imagineers got THEIR ideas!
Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
Ed Catmull - 2009
Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in history are made. It is, at heart, a book about how to build a creative culture—but it is also, as Pixar co-founder and president Ed Catmull writes, “an expression of the ideas that I believe make the best in us possible.” For nearly twenty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Monsters, Inc., Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner thirty Academy Awards. The joyousness of the storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student at the University of Utah, where many computer science pioneers got their start, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the thirteen movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team, and they will screw it up. But give a mediocre idea to a great team, and they will either fix it or come up with something better. • If you don’t strive to uncover what is unseen and understand its nature, you will be ill prepared to lead. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. • Do not assume that general agreement will lead to change—it takes substantial energy to move a group, even when all are on board.
The Disney Book
Jim Fanning - 2015
This classic DK-style book is packed with stunning visuals including concept art, original story sketches, merchandise, a range of movie posters, and collectibles.Explore rarely seen treasures including props, art, early merchandise, and more from Disney's extensive archives and celebrate more than 90 years of Disney storytelling and entertainment with The Disney Book.© 2015 Disney
Amber Earns Her Ears: My Secret Walt Disney World Cast Member Diary
Amber Michelle Sewell - 2013
What’s it like to work at Walt Disney World?Amber Sewell spent two semesters “earning her ears” at the Happiest Place on Earth, first in the CareerStart Program and then in the better known Disney College Program.During her time backstage, as the Cast Member areas of the theme park are called, Amber kept a diary of her successes and her failures, her moments of delight and her moments of despair, and most of all, her discoveries about what happens when the pixie dust settles and the guests have gone home.Amber will never feel the same about Walt Disney World again.After you’ve read her book, neither will you.
A Disney Sketchbook: Introduction by Charles Solomon
Ken Shue - 2012
The drawings contained within it represent the entire range of animation development, from the origins of ideas to fully conceived characters. Pencil studies of a much-younger Wendy and a serpentlike sea witch reveal the many imaginative iterations that animators create before they ultimately perfect every hero and villain. And comprehensive studies of Mickey and Baloo showcase the dedication that goes into defining the facial expressions and body language of each beloved character.Films and shorts from throughout the history of the company are featured-beginning with Steamboat Willie and ending with Tangled-demonstrating the ingenuity and skill that have remained a constant at Walt Disney Animation Studios since 1928.
Picture This: How Pictures Work
Molly Bang - 1991
But what about the elements that make up a picture? Using the tale of Little Red Riding Hood as an example, Molly Bang uses boldly graphic artwork to explain how images -- and their individual components -- work to tell a story that engages the emotions: Why are diagonals dramatic? Why are curves calming? Why does red feel hot and blue feel cold?
The 99% Invisible City: A Field Guide to the Hidden World of Everyday Design
Roman Mars - 2020
The show celebrates design and architecture in all of its functional glory and accidental absurdity, with intriguing tales of both designers and the people impacted by their designs.Now, in The 99% Invisible City: A Field Guide to Hidden World of Everyday Design, host Roman Mars and coauthor Kurt Kohlstedt zoom in on the various elements that make our cities work, exploring the origins and other fascinating stories behind everything from power grids and fire escapes to drinking fountains and street signs. With deeply researched entries and beautiful line drawings throughout, The 99% Invisible City will captivate devoted fans of the show and anyone curious about design, urban environments, and the unsung marvels of the world around them.
The Art of Rise of the Guardians
Ramin Zahed - 2012
Based on the children's book series by William Joyce, Rise of the Guardians is both an exciting adventure and a poignant exploration of the hopes and dreams of youth.Rise of the Guardians is one of DreamWorks Animation’s most ambitious films to date. Its mythic premise allowed the artists at the studio to let their imaginations loose, producing a truly unique take on the imaginary figures of childhood, the worlds they inhabit, and the innocence and joy they represent.With more than 400 pieces of meticulously reproduced art, including storyboards, character designs, visual development art, and effects concepts, The Art of Rise of the Guardians is an insider's tour of DreamWorks Animation's dynamic development process. Included is exclusive commentary from the director, producers, production designer, and crew that paints a fascinating picture of the way these filmmakers collaborated to create a stunning CG movie.
The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm
Tom Kelley - 2001
At many companies, being first with a concept and first to market are critical just to survive. In The Art of Innovation, Tom Kelley, general manager of the Silicon Valley based design firm IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit.IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. How does it do that? IDEO fosters an atmosphere conducive to freely expressing ideas, breaking the rules, and freeing people to design their own work environments. IDEO's focus on teamwork generates countless breakthroughs, fueled by the constant give-and-take among people ready to share ideas and reap the benefits of the group process. IDEO has created an intense, quick-turnaround, brainstorm-and-build process dubbed "the Deep Dive."In entertaining anecdotes, Kelley illustrates some of his firm's own successes (and joyful failures), as well as pioneering efforts at other leading companies. The book reveals how teams research and immerse themselves in every possible aspect of a new product or service, examining it from the perspective of clients, consumers, and other critical audiences.Kelley takes the reader through the IDEO problem-solving method:> Carefully observing the behavior or "anthropology" of the people who will be using a product or service> Brainstorming with high-energy sessions focused on tangible results> Quickly prototyping ideas and designs at every step of the way> Cross-pollinating to find solutions from other fields> Taking risks, and failing your way to success> Building a "Greenhouse" for innovationIDEO has won more awards in the last ten years than any other firm of its kind, and a full half-hour Nightline presentation of its creative process received one of the show's highest ratings. The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge, top-rated stars of their industries.From the Hardcover edition.
The Complete Book of Heraldry: An International History of Heraldry and Its Contemporary Uses
Stephen Slater - 2002
It also covers both the larger aspects of heraldry and everyday heraldic uses such as guilds and cities, hospitals and schools, and contains a comprehensive glossary. The international uses of heraldry and the way in which different countries in different ages have interpreted it are also included. Most of Europe and the Americas are covered as well as looking at Scandinavia, Africa and Japan. Intended for both novices and experts, the book has a wide range of content, with specially commissioned artwork from heraldic artists and many previously unpublished illustrations.
To Pixar and Beyond: My Unlikely Journey with Steve Jobs to Make Entertainment History
Lawrence Levy - 2016
“This is Steve Jobs. I saw your picture in a magazine a few years ago and thought we’d work together someday.” After Steve Jobs was unceremoniously dismissed from Apple, he bought a little-known graphics company called Pixar. One day, out of the blue, Jobs called Lawrence Levy, a Harvard-trained lawyer and executive to whom he had never spoken before, to persuade Levy to help him get Pixar off the ground. What Levy found was a company on the verge of failure. To Pixar and Beyond is the story of what happened next: how, working closely with Jobs, Levy produced and implemented a highly improbable plan that transformed Pixar into one of Hollywood’s greatest success stories. Set in the worlds of Silicon Valley and Hollywood, the book takes readers inside Pixar, Disney, law firms, and investment banks. It provides an up-close, firsthand account of Pixar’s ascent, how it made creative choices, Levy’s enduring collaboration and friendship with Jobs, and how Levy came to see in Pixar deeper lessons that can apply to many aspects of our lives.
Daily Rituals: How Artists Work
Mason Currey - 2013
Thomas Wolfe wrote standing up in the kitchen, the top of the refrigerator as his desk, dreamily fondling his “male configurations”. . . Jean-Paul Sartre chewed on Corydrane tablets (a mix of amphetamine and aspirin), ingesting ten times the recommended dose each day . . . Descartes liked to linger in bed, his mind wandering in sleep through woods, gardens, and enchanted palaces where he experienced “every pleasure imaginable.” Here are: Anthony Trollope, who demanded of himself that each morning he write three thousand words (250 words every fifteen minutes for three hours) before going off to his job at the postal service, which he kept for thirty-three years during the writing of more than two dozen books . . . Karl Marx . . . Woody Allen . . . Agatha Christie . . . George Balanchine, who did most of his work while ironing . . . Leo Tolstoy . . . Charles Dickens . . . Pablo Picasso . . . George Gershwin, who, said his brother Ira, worked for twelve hours a day from late morning to midnight, composing at the piano in pajamas, bathrobe, and slippers . . . Here also are the daily rituals of Charles Darwin, Andy Warhol, John Updike, Twyla Tharp, Benjamin Franklin, William Faulkner, Jane Austen, Anne Rice, and Igor Stravinsky (he was never able to compose unless he was sure no one could hear him and, when blocked, stood on his head to “clear the brain”). Brilliantly compiled and edited, and filled with detail and anecdote, Daily Rituals is irresistible, addictive, magically inspiring.