The Right Fit a Short Animated Film a Creative Project
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The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Jobs and Education
Vol. 3 Issue 3 JuneJune1998 1998 J OBS AND E DUCATION ¥ Animation on the Internet ¥ Glenn VilppuÕs Life Drawing ¥ CanadaÕs Golden Age? ¥ Below the Radar WHO IS JARED? Plus: Jerry BeckÕs Essential Library, ASIFA and Festivals TABLE OF CONTENTS JUNE 1998 VOL.3 NO.3 4 Editor’s Notebook It’s the drawing stupid! 6 Letters: [email protected] 7 Dig This! 1001 Nights: An Animation Symphony EDUCATION & TRAINING 8 The Essential Animation Reference Library Animation historian Jerry Beck describes the ideal library of “essential” books on animation. 10 Whose Golden Age?: Canadian Animation In The 1990s Art vs. industry and the future of the independent filmmaker: Chris Robinson investigates this tricky bal- ance in the current Canadian animation climate. 15 Here’s A How de do Diary: March The first installment of Barry Purves’ production diary as he chronicles producing a series of animated shorts for Channel 4. An Animation World Magazine exclusive. 20 Survey: It Takes Three to Tango Through a series of pointed questions we take a look at the relationship between educators, industry representatives and students. School profiles are included. 1998 33 What’s In Your LunchBox? Kellie-Bea Rainey tests out Animation Toolworks’ Video LunchBox, an innovative frame-grabbing tool for animators, students, seven year-olds and potato farmers alike! INTERNETINTERNET ANIMATIONANIMATION 38 Who The Heck is Jared? Well, do you know? Wendy Jackson introduces us to this very funny little yellow fellow. 39 Below The Digital Radar Kit Laybourne muses about the evolution of independent animation and looks “below the radar” for the growth of new emerging domains of digital animation. -
Creating New Animated TV Series for Girls Aged 6-12 in Britain
Creating New Animated TV Series for Girls Aged 6-12 in Britain Lindsay Watson This article focuses on the development and marketing of animated female lead charac- ters on television for an audience of girls aged 6-12 in Britain. Using strategic marketing theory it asks the questions: “What do girls want (to see on screen)?” “How do they get it?” and “How do we (the animation industry) sell it?” The paper reviews 87 starring fe- male lead characters worldwide and finds that most are: 2D in design, feature characters with American accents, have a cast of either group or independent characters and are of either a ‘dramatic’ or ‘dramatic/comedic’ genre. The article concludes that the types of television shows girls are watching could be improved to better meet their needs. It encourages content creators to be brave and test new ideas and offers practical tips to executives, producers and commissioners on development and positioning of new ani- mated television series that will engage their audiences. Personal Preface As an animation producer, academic, and campaigner for indie animation and women’s rights I decided in 2013 that I wanted to answer the question: Why aren’t there more animated female characters on British children’s TV? That year also happened to be the year I launched Animated Women UK – since then a lot has changed! The 1980s was a great time for empowered animated female leads in TV series as merchandisers recognised audience buying power (Perea, 2014). This didn’t translate to the big screen as from 1995 to 2012 most of Pixar’s films featured male leads. -
THE ANIMATED TRAMP Charlie Chaplin's Influence on American
THE ANIMATED TRAMP Charlie Chaplin’s Influence on American Animation By Nancy Beiman SLIDE 1: Joe Grant trading card of Chaplin and Mickey Mouse Charles Chaplin became an international star concurrently with the birth and development of the animated cartoon. His influence on the animation medium was immense and continues to this day. I will discuss how American character animators, past and present, have been inspired by Chaplin’s work. HISTORICAL BACKGROUND (SLIDE 2) Jeffrey Vance described Chaplin as “the pioneer subject of today’s modern multimedia marketing and merchandising tactics”, 1 “(SLIDE 3). Charlie Chaplin” comic strips began in 1915 and it was a short step from comic strips to animation. (SLIDE 4) One of two animated Chaplin series was produced by Otto Messmer and Pat Sullivan Studios in 1918-19. 2 Immediately after completing the Chaplin cartoons, (SLIDE 5) Otto Messmer created Felix the Cat who was, by 1925, the most popular animated character in America. Messmer, by his own admission, based Felix’s timing and distinctive pantomime acting on Chaplin’s. 3 But no other animators of the time followed Messmer’s lead. (SLIDE 6) Animator Shamus Culhane wrote that “Right through the transition from silent films to sound cartoons none of the producers of animation paid the slightest attention to… improvements in the quality of live action comedy. Trapped by the belief that animated cartoons should be a kind of moving comic strip, all the producers, (including Walt Disney) continued to turn out films that consisted of a loose story line that supported a group of slapstick gags which were often only vaguely related to the plot….The most astonishing thing is that Walt Disney took so long to decide to break the narrow confines of slapstick, because for several decades Chaplin, Lloyd and Keaton had demonstrated the superiority of good pantomime.” 4 1 Jeffrey Vance, CHAPLIN: GENIUS OF THE CINEMA, p. -
List Article – Top 3 Best Adult Animated Series on Television For
List Article – Top 3 Best Adult Animated Series On Television For a few decades, cartoons were only for children. Either they were filled with kid-friendly story lines or they were “PC” enough that everyone could enjoy them. What a terrible world... Luckily, something fantastic occurred in the late 80’s: adult animation went mainstream. All of a sudden, it was cool to be in college and watching cartoons. Sometimes the shows were good, other times they were odd and still others were just plain terrible. After 25 years, tons of shows have come and gone, with only a few standing out as the best of the best. Here are my top 3 adult animated series of all time: 3) Family Guy By the late 1990’s when we thought we had seen in all, Seth MacFarlane arrived. After a few years of animating children’s cartoons, Seth brought to the table one of the raunchiest, most terrible and insulting programs we had ever seen. Family Guy is the 3rd best adult cartoon in history. Another record-breaking series from Fox, the show centers on the Griffin family from Rhode Island. Peter (the idiot), Lois (the sane one), Chris (the Peter-in-training), Meg (the ugly one) and baby Stewie (the evil one), along with the family dog, Brian (the pretentious one) spend their days living lives of greed, lust, violence and every other major sin known to man. Every episode is filled with hilarious moments, mainly from the flashback cutaways, which have now become a standard in all animation. -
Vol. 3 Issue 4 July 1998
Vol.Vol. 33 IssueIssue 44 July 1998 Adult Animation Late Nite With and Comics Space Ghost Anime Porn NYC: Underground Girl Comix Yellow Submarine Turns 30 Frank & Ollie on Pinocchio Reviews: Mulan, Bob & Margaret, Annecy, E3 TABLE OF CONTENTS JULY 1998 VOL.3 NO.4 4 Editor’s Notebook Is it all that upsetting? 5 Letters: [email protected] Dig This! SIGGRAPH is coming with a host of eye-opening films. Here’s a sneak peak. 6 ADULT ANIMATION Late Nite With Space Ghost 10 Who is behind this spandex-clad leader of late night? Heather Kenyon investigates with help from Car- toon Network’s Michael Lazzo, Senior Vice President, Programming and Production. The Beatles’Yellow Submarine Turns 30: John Coates and Norman Kauffman Look Back 15 On the 30th anniversary of The Beatles’ Yellow Submarine, Karl Cohen speaks with the two key TVC pro- duction figures behind the film. The Creators of The Beatles’Yellow Submarine.Where Are They Now? 21 Yellow Submarine was the start of a new era of animation. Robert R. Hieronimus, Ph.D. tells us where some of the creative staff went after they left Pepperland. The Mainstream Business of Adult Animation 25 Sean Maclennan Murch explains why animated shows targeted toward adults are becoming a more popular approach for some networks. The Anime “Porn” Market 1998 The misunderstood world of anime “porn” in the U.S. market is explored by anime expert Fred Patten. Animation Land:Adults Unwelcome 28 Cedric Littardi relates his experiences as he prepares to stand trial in France for his involvement with Ani- meLand, a magazine focused on animation for adults. -
Nostalgia in Anime: Redefining Japanese Cultural Identity in Global Media Texts
NOSTALGIA IN ANIME: REDEFINING JAPANESE CULTURAL IDENTITY IN GLOBAL MEDIA TEXTS A Thesis submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Masters of Arts in Communication, Culture and Technology By Susan S. Noh, B.A. Washington, DC April 24, 2017 Copyright 2017 by Susan S. Noh All Rights Reserved ii NOSTALGIA IN ANIME: REDEFINING JAPANESE CULTURAL IDENTITY IN GLOBAL MEDIA TEXT Susan S. Noh, B.A. Thesis Advisor: Michael S. Macovski, Ph.D. ABSTRACT Anime has become a ubiquitous facet of the transnational global media flow, and continues to serve as a unique and acknowledged example of a non-Western media form that has successfully penetrated the global market. Because of its remarkable popularity abroad and a trend towards invasive localization techniques, there have been observations made by Japanese culture scholars, such as Koichi Iwabuchi, who claim that anime is a stateless medium that is unsuitable for representing any true or authentic depiction of Japanese culture and identity. In this paper, I will be exploring this notion of statelessness within the anime medium and reveal how unique sociocultural tensions are reflected centrally within anime narratives or at the contextual peripheries, in which the narrative acts as an indirect response to larger societal concerns. In particular, I apply the notions of reflective and restorative nostalgia, as outlined by Svetlana Boym to reveal how modern Japanese identity is recreated and redefined through anime. In this sense, while anime may appeal to a larger global public, it is far from being a culturally stateless medium. -
31 Women in Animation Films
Paper-10 Module - 31 Women in Animation Films I. (A) Personal Details Role Name Affiliation Principal Investigator Prof. Sumita Parmar Allahabad University, Allahabad Paper Coordinator Prof. Sisir Basu Banaras Hindu University, Varanasi Content Writer/Author (CW) Ajay Kumar Research Scholar, Banaras Hindu University, Varanasi Content Reviewer (CR) Samarth Shukla St Xavier’s College, Mumbai Prof. Sisir Basu BHU, Varanasi Language Editor (LE) Prof. Sumita Parmar Allahabad University (B) Description of Module Items Description of Module Subject Name Women’s Studies Paper Name Women, Media, and Films Module Name/ Title Women in Animation Films Module ID Paper-10 Module - 31 Pre-requisites Conceptual knowledge about stereotyping Objectives To help the students to critically analyse animation films and identify various gender issues inherent in them Keywords Animation, gender roles, stereotyping, Introduction We see animation everywhere around us – on the television, on internet web pages, in smartphones, in video games, and in films. Over the years, animation has evolved as a powerful tool of visual communication aided by advancement of technologies that help make them ever more realistic and immersive. Starting primarily from Europe and the USA, animation is now a global phenomenon with almost all film producing countries contributing to the wealth of animated films. However, like the live action movies, animated films from the USA, especially Disney, dominate the scene. From trivial entertainment meant for children, animation has come to be recognised as an influential art form having significant cultural implications. We now know that it is capable of affecting the thinking and behaviour of children and adults alike. Figure 1: Creating global childhool culture (screenshot from documentary Mickey Mouse Monopoly) In this module we take a look at the world of animation films and the kind of image it portrays of women through female characters. -
The Peg-Board
ANIMATION GUILD AND AFFILIATED ELECTRONIC AND GRAPHIC ARTS Los Angeles, California, June 2021 Vol. 50, No6 It’s June, and for months now The Animation Guild has been deep in plan- ning for our upcoming negotiations with the AMPTP. So what does that mean? Our contracts: The Animation Guild has fi ve major contracts (collective bargaining agreements, or CBAs) with employers—the major studios who fund and produce the projects we work on—and many individual agreements with smaller studios and producers, that are generally based on our Master Agreement with the Alliance of Motion Picture and Television Producers (AMPTP). These CBAs govern the minimum wages, hours, working con- ditions and benefi ts for our members who are employed at signatory studios. Who we bargain with: The Guild and its parent union, the Internation- al Alliance of Theatrical and Stage Employees (IATSE), negotiate with Walt Disney Animation Studios (TSL), Sony Pictures Animation (SPA), Nickel- odeon and Warner Animation Group (WAG Pictures, Inc.). The AMPTP is a trade association that represents a number of American television and fi lm Negotiations 101 (continued on page 3) IN THIS ISSUE Negotiations 101 ....................................................................... 1 From the Business Representative .................................................... 4 IATSE Basic Agreement Negotiations Update ....................................... 6 Portfolio Review Success! ............................................................. 7 Field Rep Corner ...................................................................... -
Animated Television: the Narrative Cartoon” Was Originally Published in the Third Edition of Jeremy G
“Animated Television: The Narrative Cartoon” was originally published in the third edition of Jeremy G. Butler, Television: Critical Methods and Applications (Mahwah, NJ: Erlbaum, 2007), 325-361. It was not included in subsequent editions of Television and consequently it was placed online, although not in the public domain. All © copyrights are still reserved. If citing this chapter, please use the original publication information (above). Questions? Contact Jeremy Butler at [email protected] or via TVCrit.com. ch11_8050_Butler_LEA 8/11/06 8:46 PM Page 325 CHAPTER 11 Animated Television: The Narrative Cartoon Beginnings The Aesthetics of the 1930s Sound Cartoon: Disney’s Domination UPA Abstraction: The Challenge to Disney Naturalism Television’s Arrival: Economic Realignment TV Cartooning Since the 1980s Summary edition FurtherTELEVISION Readings 3rd nimation has had a rather erratic presence on television. A A mainstay of Saturday morning children’s programming, small snippets of it appear regularly in commercials,TVCrit.com credit sequences, music videos, news and sports, but there have been long stretches when there were no prime-time cartoon shows. After The Flintstones ended its original run in 1966 there wasn’t another successful prime-time show until 23 years later, when The Simpsons debuted. Since 1989 there has been something of a Renaissance in television animation. Numerous prime-time cartoon pro- grams have appeared and at least three cable channels have arisen that fea- ture cartoons—the Cartoon Network, Nickleodeon, and Toon Disney. And, of course, cartoons continue to dominate the TV ghettos of Saturday morn- ing and weekday afternoons. Although numerous new animated programs are now being created, many of the cartoons regularly telecast today were produced fifty, sixty, or even seventy years ago. -
Animation Fandom in North America and East Asia from 1906–2010 By
Animating Transcultural Communities: Animation Fandom in North America and East Asia from 1906–2010 By Sandra Annett A thesis submitted to the Faculty of Graduate Studies of The University of Manitoba in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Department of English, Film, and Theatre University of Manitoba Winnipeg © 2011 Sandra Annett Abstract This dissertation examines the role that animation plays in the formation of transcultural fan communities. A ―transcultural fan community‖ is defined as a group in which members from many national, cultural, and ethnic backgrounds find a sense of connection across difference, engaging with each other through a mutual interest in animation while negotiating the frictions that result from their differing social and historical contexts. The transcultural model acts as an intervention into polarized academic discourses on media globalization which frame animation as either structural neo-imperial domination or as a wellspring of active, resistant readings. Rather than focusing on top-down oppression or bottom-up resistance, this dissertation demonstrates that it is in the intersections and conflicts between different uses of texts that transcultural fan communities are born. The methodologies of this dissertations are drawn from film/media studies, cultural studies, and ethnography. The first two parts employ textual close reading and historical research to show how film animation in the early twentieth century (mainly works by the Fleischer Brothers, Ōfuji Noburō, Walt Disney, and Seo Mitsuyo) and television animation in the late twentieth century (such as The Jetsons, Astro Boy and Cowboy Bebop) depicted and generated nationally and ethnically diverse audiences.