V Ol.0 2016 Vol.0

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V Ol.0 2016 Vol.0 vol.0 특집 : 애니메이션과 돈 Special Issue : Animation & Money vol.0 2016 index 04 Editorial Special Issue : 애니메이션과 돈 Animation & Money 09 애니메이션과 돈 - 이정민 16 Animation & Money - Jung-min LEE 27 한국 애니메이션의 세계 진출, 기회 혹은 위기?! - 송락현 37 Korean animation’s advance into the world, crisis or opportunity?! - Lack-hyun SONG 49 단편 애니메이션의 지속적 제작을 위한 방안 - 정다희 56 A Plan for the Continuous Production of Short Animation - Da-hee JEONG Reviews and Critiques 69 Midnight Express in Seoul <서울역>과 <달빛궁궐> - 나호원 77 Midnight Express in Seoul : Seoul Station and Lost in the Moonlight - Ho-won NAH 88 ANIM에 바란다 I Hope ANIM to be... 본지에 개재된 필진의 의견은 서울시의 공식의견과 다를 수 있습니다. The opinions expressed in this publication are those of each individual writer and do not necessarily reflect the views of the Seoul Metropolitan Government. 2 3 01 Editorial 우리에게 애니메이션의 실체는 없었다. We did not have the substance of animation. 신문기사를 조각모음하여 역사를 읽었고, 시행착오를 겪어도 반성의 지혜를 얻을 수 없었다. We read history by collecting clippings from newspaper articles, but could not acquire the wisdom of reflection even after many trials and errors. 구름처럼 떠도는 혜안들도 구술되어 기억에서 사라져갔다. Insights floating like clouds were dictated but also disappeared from memory. 만화+영화로 불리우며 정체성이 없던 시절에도 전국의 수많은 대학에서 교육을 받을 수 있었고, 문화보다 산업으로 치부되어 본연의 자생력을 얻기까지 긴 시간이 소요되었다. Even in the days when it was called “comics + movies” without an identity, 세계 애니메이션사에서 몇 줄 되지 않는 한국 애니메이션사는 그것을 기술한 특정 개인의 무지를 it was possible to receive education at many universities across the country, 탓하기에 앞서 우리를 먼저 거울 앞에 앉혀 놓았다. and it took a long time to achieve a self-sustaining power, having been discounted as an industry rather than a culture. The history of Korean animation takes up only a few lines in global animation 거울을 보며 화장하기보다는 시야가 더 흐려지기 전에 창백한 민낯으로 시작해야만 했다. history but forces us to face ourselves in the mirror before blaming the ANIM은 완전하지 않은 생명을 다룬다. ANIM은 비평으로 그 부족함을 대립관계가 아닌 ignorance of the particular individual who described it. 필수로 활용하고자 한다. We had to start with a pale naked face before our vision was blurred, rather than wearing makeup to see ourselves in the mirror. 부정은 단순부정이 아니다. 초미학 Anësthesis 의 초 An- 가 시각적 무관심을 환기시키기 위한 ANIM deals with an incomplete life. ‘ANIM’ is a criticism that tries to utilize 좋고 나쁨이 없는 몰취미의 상태를 나타냈듯이, 가슴의 온기와 머리의 차가움같이 대립관계의 합이 shortcomings as a necessity, not as a contradiction. 찬란한 예술작품을 빚어냈듯이, 동시대적 비평담론으로 자유롭게 소통하고자 한다. ANIM은 상식과 공공성, 상상력과 새로움, 혁신적인 창의력으로 좀 더 나은 미래를 준비하고자 한다. Negation is not just simple negation. Just as the an- in anësthesis shows a state of tastelessness without any good or bad to evoke visual indifference, 소중한 기회를 만들어준 서울시와 편집위원들에게 진심으로 감사드립니다. just as the sum of opposing relationships, such as the warmth of the chest and the coolness of the head create a glittering work of art, I want to freely communicate with the contemporaneous discourse of criticism. ANIM aims 김재웅 (중앙대학교 첨단영상대학원 교수) to prepare for a better future with common sense, publicity, imagination, novelty, and innovative creativity. I sincerely thank the Seoul Metropolitan Government and the members of the editorial board for arranging this valuable opportunity. Jae-woong KIM (Professor | ChungAng Graduate School of Advanced Imaging Science, Multimedia & Film) 4 5 02 Special Issue 애니메이션과 돈 Animation & Money · 교육 - 이정민 Education - Jung-min LEE · 글로벌리즘 - 송락현 Globalism - Lack-hyun SONG · 예술 - 정다희 Art - Da-hee JEONG 6 7 02. Special Issue 애니메이션과 돈 이정민 교육 한국예술종합학교 영상원 애니메이션과 교수로 재직 중이다. 한국애니메이션학회 정책이사, 부천국제학생애니메이션페스티벌 집행위원장, 한국예술종합학교 산학협력단 부단장, 카네기멜론대학교ETC 초빙교수를 역임했으며, 2006년부터 한중만화애니메이션산업포럼 대표를 맡고 있다. 1. “문제는, 결국 돈이다.” 어떤 주제로 이야기를 하든 이런 식의 결론에 이르게 되면, 본질은 흐려지거나 또는 명쾌해진다. 실제로 대부분의 문제 해결의 열쇠는 돈이 쥐고 있기도 하고, 또는 돈이 더 큰 문제를 야기하기도 하기 때문이다. 돈은 매우 강력하고 직접적이며, 위험하면서도 편리하고 매력적인 시스템이다. ANIM의 시범호가 ‘애니메이션과 돈’이라는 선정적인 이슈를 선택한 것에 대해서, 부담스러우면서도 뭔가 재미있는 이야기들이 시작될 수 있을 거란 생각도 들었다. 돈이라는 것의 존재론적, 생성론적 기원과 변화를 철학적으로 고찰하지 않더라도, 지금 벌어지고 있는 많은 모순적 구조와 해결 또한 돈 자체와 돈이라는 것에 대한 사람들의 의식구조를 통해 찾아볼 수 있지 않을까. 2. 돈은 자본주의의 중심에서 모든 것을 좌지우지하는, 금권만능의 시대 - 무소불위의 신인가. 돈이 인류의 개인화를 촉진했다는 주장이 있다. 모든 것들의 가치를 환원해서 줄 세워 주는 돈이라는 기준이 없었다면, 인류는 지금보다는 더 공동체적이고, 덜 독립적이었을 것이라는 것이다. 이렇게 보면 돈은 현대인이 현대인일 수 있게 규정해주는, 자유의 상징이다. 동시에 돈은 힘이고 권력이다. 국가 예산이 결정되는 시기에 역시 돈과 관련된, 참담한 추락과 버티려는 안간힘을 목도하고 있다. 돈은 개인이나 집단에 자유와 다양한 가능성을 주고 사회를 지탱 하는 동력이 된다. 돈은 그 자체로 이미 가치를 지니고 있고, 더 많은 가치를 만들어 낼 수 있는 강력한 힘을 가지고 있지만, 언제나 가치로 연결되는 것은 아니며, 오히려 가치를 훼손하는 주체로도 자주 기능한다. 돈과 권력에 의해 인간이 얼마나 추악해질 수 있는지, 이들의 카르텔에 의해 사회가 얼마나 병들 수 있는지에 대해서도 우리는 이미 익숙하다. 돈이라고 하는 무정물은 가치 중립적이겠지만, 그것이 가진 힘과 매력으로 인해 쉽게 중립성은 훼손된다. 최면에 걸린 것처럼, 우리는 돈의 유혹으로 빠져들어간다. 처음엔 가족을 위해 돈을 벌다가, 어느 새 돈에 중독된 자신을 보기도 하고, 그러다 보면 돈을 좇아 8 교육 - 이정민 9 가족을 버리는 일도 생길 수 있다. 사람이 먹던 술이 결국 사람을 먹는 것처럼, 돈을 벌던 사람이 돈에 큰 부를 창출할 수 있다는 장밋빛 가능성이 논리적 근거가 되었다. 빠져 망가지는 전도가 일어나는 것은 술보다 더 강하고 광범위한 유혹이다. 어쩌면 돈과 가치는 타협 이런 열풍에 문화산업에 대한 담론이 충분하지 않아서였을까. ‘문화산업이란 게 무엇인가’. ‘문화의 불가능한 평행관계인지도 모른다는 생각까지 든다. 돈 얘기가 좀 길어졌지만, 주제에 맞춰 돈을 산업화인가 산업의 문화화인가.’ ‘Creative Industry 인가 Entertainment Industry 인가, 통해서 애니메이션 현상들을 보고, 애니메이션 교육에 대한 문제 제기를 해 보려 한다. 아니면 Cultural Industry 인가’ 하는 무르익지 못한, 결론 없는 논쟁들도 스쳐 지나갔다. 이번 정부가 주창한 ‘창조경제’라는 명제에 대한 논란과 혼란도 어쩌면 우리가 초기에 문화산업에 3. 대한 돈과 가치의 관계를 명확히 정리하지 않고 증폭되어 온 과정에서 벌어진 부작용일 수도 있다는 90년대 중후반에서 2000년 초반까지 불었던 만화, 애니메이션 학과의 신설 붐은 돈으로 집약될 생각이 든다. 수 있는 산업적, 상업적 논리와 무관하지 않다. 그러지 않고서야 만화 애니메이션이 오랜 세월 애니메이션이 돈이 된다는 것, 그래서 육성이 필요하다는 것은 그다지 잘못된 발상이나 접근은 ‘청소년 탈선의 주범’이었다가 갑자기 ‘상아탑의 핫한 뉴 트렌드’ 로 완벽 변신하기는 쉽지 않았을 아니라고 본다. 그러나 가족을 위해서 돈을 버는 상황에서, 돈에 중독되고, 결국 돈을 위해서 가족을 것이다. 집안에서 대표적으로 말 안 듣던 말썽꾸러기 망나니가 자고 일어나니 자기도 모르게 효자가 버리는 상황이 되는 것만큼은 피해야 하지 않겠는가. 창조경제가 풀어야 하는 과제처럼 애니메이션도 되어 있는 꼴이었다. 돈이라는 당위성 말고 또 다른 가치들에 대해서 충분한 문제 제기와 논의가 지금이라도 필요하다. 1995년 처음 열렸던 SICAF (서울국제만화애니메이션페스티벌) 오프닝의 문화부 차관 축사에서도 그래서 이 글의 첫 번째 문제 제기는, 돈이 된다는 사실 말고, 애니메이션의 가치는 어디에 있는가 정부가 세금으로 말도 안 되는 만화 행사를 한다고 학부모들로부터 많은 항의 전화를 받았다고 하는 것이다. 말했던 것이 기억난다. 그것이 1995년의 분위기였다. 그 이전부터 꽤 오랫동안, 어쩌면 그 후로도 몇 년 전 한 애니메이션 테마파크로부터 재미있는 제안을 받았다. ‘학부모들이 모여서 자녀들에게 한동안, 모 단체에서 어린이날이 되면, 만화-애니메이션의 책과 비디오 등을 모아놓고 화형식을 거행 예술교육을 시키려고 하는데, 애니메이션을 통해서 융합적 예술교육을 시켜 달라.’ 는 것이었다. 했고 그 장면이 뉴스로 중계되기도 했다. 삶의 냄새 그득했던 만화방은 우범지대로 묘사되었고, 실제로 애니메이션이 글, 그림, 소리, 움직임의 모든 예술적 재료를 다 포함하고 있고 창작의 과정도, 애니메이션은 90년대 말까지 국내 전 영상 분야 외화벌이의 90% 이상을 담당하면서도 사회적으로 결과물도, 감상의 방식도 예술 융합적 특성을 가지기 때문에 이를 통해 청소년들의 특정 예술적 천대받고, 세제혜택과는 거리가 먼, 문화의 사각지대였다. 그러거나 말거나 아무튼 SICAF는 첫해 소양을 발견할 수도 있고, 키워줄 수도 있다. 이미 내부적으로 연구팀을 만들어 애니메이션을 통한 부터 기록적인 흥행을 했고, 이후 방송사-신문사-지자체 등이 앞 다투어 유사한 행사들을 쏟아냈다. 예술 융합교육 프로그램도 만들고 워크숍도 진행하던 중이었지만, 외부에서 학부형들로부터 그런 구체적인 제안을 받게 된다는 것이 신선하게 느껴졌다. 단지 ‘교육적 가치’로 뭉뚱그려 4. 표현하기에는 적당치 않은 또 다른 애니메이션의 가치가 아닌가. 1990년에 처음 공주전문대에 만화예술과가 생기고, 그 핵심교육의 세 트랙을 만화, 일러스트와 산업과의 연관 고리로든 다른 이유로든, 만화나 애니메이션을 여전히 저급한, 예술의 2부 리그 애니메이션으로 정하면서 애니메이션 교육은 시작되었고, 95년을 넘기면서 본격적으로 애니메이션 어딘가에 위치시키고 싶어 하는 묻지 마 전문가들에게 전해주고 싶은 소식이다. 이라는 이름을 붙인 학과들이 전문대뿐만 아니라 4년제 학부에도 생겨나고, 몇몇 대학원에도 유사한 명칭을 붙였다. 한때 연극영화과보다 많다고 할 정도로 많은 애니메이션 관련 학과들의 신설 붐이 6. 이어졌고 지금은 만화와 애니메이션 전공으로 많은 박사과정이 생겼다. 영상원의 모 교수가 ‘예전에 한편으로는 벌써, 애니메이션의 시대는 갔다고 하는 사람들도 있다. 영화판에 몰리던 인재들이 요즘에는 주로 애니메이션 판으로 몰리는 것 같다’라고 했던 것도 이 무렵이다. 실제로 몇 년 전부터 애니메이션 학과들이 좀 더 트렌디한 명칭으로 개명을 시도하고 있기도 하고, 2000년 전후로, 애니메이션 관련학과가 150여개에 이른다는 발표도 있었고, 이 무렵에 필자도 좀 더 힘 있어 보이는 문화산업의 이웃 영역에 병합되기도 하고, 시대-사회적 이슈에 부합하여 본적을 모 대학의 컴퓨터 공학과 교수로부터 게임 애니메이션과로 학과 명칭을 변경하려 한다는 상담전화를 옮기거나 메뉴판을 전면 개편하기도 한다. 받기도 했다. 많은 지자체들은 경쟁적으로 만화도시, 애니메이션 도시가 되려고 노력했고, 관련 두 번째 문제 제기는 그래서, 애니메이션은 이제 한물갔나 하는 것이다. 행사와 관련 센터를 유치했다. 이것은 첫 번째 문제 제기와 관련이 있다. 돈이 된다고 몰려들었다면, 더 이상 돈이 되지 않는다고 생각하니 빠져나가는 것이다. 이 문제에 대해서도 애니메이션계 자체 내에 책임을 묻고, 반성하고 5. 싶은 생각이 있다. 우리는 애니메이션의 가치와 가능성에 대해 충분히 논의하지 않았고, 그저 돈이 1995년 무렵에 문화부에는 문화산업국이 신설되었다. 경제 트렌드도 제조업에서 문화산업으로의 되느니 안 되느니, 효자 산업이니, 차세대 성장 동력이니, 킬러 콘텐츠니 하는 말에 묶여서 제대로 된 전환을 준비하고 있었고, 쥬라기 공원의 신화적 성공을 들먹이고, 5대 제조업보다 5대 문화산업이 더 비판이나 성장을 멈춘 채 안주해 버린 꼴은 아닌가. 10 02.
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