Heather L. Holian - Art, Animation and the Collaborative Process

Total Page:16

File Type:pdf, Size:1020Kb

Heather L. Holian - Art, Animation and the Collaborative Process Animation Studies The Peer-reviewed Open Access Online Journal for Animation History and Theory - ISSN 1930-1928 Heather L. Holian - Art, Animation and the Collaborative Process Date : 09-06-2013 Imagine for a moment, the city of Rome in 1510. Here, the Renaissance painter Raphael is in the process of carrying out the most important commission of his career, and consequently, one of the most famous projects in the history of Western art—the fresco decoration of the Pope’s private apartments in the Vatican. If we could catch a glimpse of the work in progress we would no doubt find scaffolding on the walls, dozens of large preparatory drawings and detailed sketches lying at the ready, and a young, but already successful Raphael overseeing a studio workforce of variously skilled young men at different stages of their artistic education. According to their strengths, Raphael assigns them each to paint secondary and tertiary portions of the composition using his designs, while Raphael himself takes the most prominent areas of the frescoes. As such, we can quickly recognize Raphael’s directorial role in the execution of his artistic vision. Raphael’s design and style not only run through the entire painted decoration, despite the work of several hands, but the final project will ultimately bear his single name. Such an arrangement is typical of artistic collaboration in the Renaissance, and in periods of Western fine art both long before and just after Raphael’s career. Notably the Renaissance method of making also bears some striking similarities to the production system of many an early twentieth century American animation studio. This traditional and hierarchical mode of art production enabled technically challenging, physically large and generally ambitious works to be executed, while providing the next generation of artists with necessary training and experience. Both the younger apprentices and the trusted assistants followed the design and style of the master artist in order to create a stylistic whole that was visually coherent. To be sure, these individuals provided many much- needed pairs of hands, but probably little in the way of true creative collaboration with the master artist. Another view through history, this time from New York City in 1910, provides an interesting contrast, four hundred years after Raphael. Here, the enormously popular vaudeville entertainer and hard-working cartoonist, Winsor McCay, uses his meager spare time to single-handedly produce the first American animated cartoon. The well-known result is McCay’s landmark four-minute short, Little Nemo (1911). Although McCay’s task of drawing approximately four thousand pen and ink images on small pieces of rice paper certainly falls under the rubric of “ambitious work,” he prefers to execute them all on his own without assistance—a task that requires months of tedious work by McCay (Canemaker 2005, p.160). McCay’s solo execution of Little Nemo is akin to the working procedures of most modern fine artists, and although he would later hire his young neighbor and art student, John A. Fitzsimmons to painstakingly retrace the backgrounds for his third film, Gertie the Dinosaur (1914) (Canemaker, 2005, p.169), one cannot help but feel that McCay’s own vision for this new medium dictated his process. In 1927, at a banquet given in his honor by New Animation Journal is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License. Animation Studies The Peer-reviewed Open Access Online Journal for Animation History and Theory - ISSN 1930-1928 York City animators, McCay gave a speech and then concluded by chiding his hosts, “Animation should be an art. That is how I conceived it. But as I see, what you fellows have done with it, is making it into a trade. Not an art, but a trade. Bad luck!” (cited by Canemaker 2005, p.199). McCay was not the only one turned off by the industrialized production of animated shorts. The fine art world, to which McCay had hoped animation would some day belong, was, and unfortunately still is, in the passionate throes of a four hundred year old love affair with the notion of the single, individual artist-genius. Unfortunately, the direct effect of this artistic “romance” is the exclusion from art’s canonical history of many large scale collaborative works, which cannot be attributed to a single artist, including studio animation. What or who sparked such lasting ideological devotion? The answer resides in Raphael’s Rome of 1510. Here, working not more than sixty feet away from Raphael, in another part of the Vatican, is the thirty-five year old artist, Michelangelo Buonarotti, and his project at the moment is the Sistine Ceiling. Although he was well on his way, this project catapulted Michelangelo to stardom and a contemporary international reputation, which only increased throughout his long career. The height his reputation reached, is testified by an important collection of published artists’ biographies from 1568, in which the aging Michelangelo is famously described as “rather divine than human,” with his creative powers likened to those of God (Vasari 1568/1996, p.642). More importantly, the same biography also denied that Michelangelo collaborated with assistants in his Sistine work, although the frescoes themselves suggest otherwise. In this seemingly innocent, but in fact consciously- aggrandizing biography, the cult of the artist is securely established in the West, and over the succeeding centuries more and more emphasis would be placed on the single, individual, artist-genius. The legacy of this Western cultural preference for the solo, heroic creator is still felt today in museums, classrooms and art historical studies (see Hobbs 1984, p.64). For example, several canonical twentieth century artists relied on collaborators, such as Andy Warhol, draftsman Sol LeWitt, or more recently, sculptor and filmmaker Matthew Barney; and yet their works are identified with a single creative agent—the artist. Indeed, it appears Walt Disney intuitively understood this cultural bias as well, when in 1925 he changed the name of his fledgling studio from the Disney Brothers Studio, to Walt Disney Studios. This decision was not simply good business. The renaming reflects an understanding of the Western preference for crediting a single, creative individual. As an autonomous, independent art form with its own unique visual language, animation meanwhile incorporates many traditional fine art media within its pre-production and production processes. So many in fact, that studio animation has a legitimate claim to fine art status, wherein individual films are further evaluated on their own merits. From drawing, to painting to sculpting and even collage, animation can and does employ them all. And yet, as I have discussed elsewhere, I believe studio animation is excluded from discussions of modern and contemporary fine art for a variety of reasons, including the large, complex collaborative process it requires, despite Raphael, Matthew Barney, and hundreds of other collaborative, canonical fine artists.[i] This particular paradox is perhaps best explained by the impossibility of crediting a single artist with the final film of an animation studio. However, as the following study will demonstrate, the animation studio provides clear evidence for dependence upon strong, individual artistic personalities embedded within a collective artistic unit. Are these “embedded artists” any less worthy of Animation Journal is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License. Animation Studies The Peer-reviewed Open Access Online Journal for Animation History and Theory - ISSN 1930-1928 art historical consideration? Are their final collaborative works? Indeed, studio animation arguably employs and relies more heavily upon the individual creative voices of its many contributors than accepted collaborative canonical art forms, like Renaissance fresco painting or The Factory printmaking of Andy Warhol. Ultimately, what is at stake for animation is more than the academic exercise of defining or exploding the boundaries of fine art and instead, is nothing less than the total exclusion of the medium from fine art’s written history, criticism and museums, and with it, a proper understanding of or appreciation for the artistic relevance of twentieth century studio animation, and I would argue, a complete history of twentieth century American art. While the notion that animation is a fine art form is tantamount to cultural sacrilege in some corners of the fine art world today, the belief was widely held by a diverse and vocal group of American art critics, historians and museum curators during the late twenties, thirties and early forties, following the great successes of the Walt Disney Studios.[ii] However, once this enthusiasm cooled in the early forties, many of the qualities intrinsic to studio animation and its production proved to be significant obstacles to the medium’s permanent embrace by, and acceptance into, the fine art world. One of these impediments is the collaborative process of production. Collaboration is a complex phenomenon among individuals, which can vary widely in nature. When applied to the fine arts the term can describe a diverse set of creative interactions between two or more people. However, the most common and traditional use of the word within art history refers to the example provided by Raphael and his shop, where several skilled laborers or other artists execute an established design dictated by a master artist. These collaborators are essentially hired hands, not necessarily true creative or intellectual contributors to the project. As such, they are comparable to the assistant animator, the in-betweener, the inker or the painter, while the master artist is akin to the modern director. Indeed, this traditional method of fine art making is reminiscent of American animation studios from the teens and early twenties when efficient execution was not only typical, but necessary, due to the time constraints imposed by economic factors.
Recommended publications
  • To Infinity and Back Again: Hand-Drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation
    To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation Haswell, H. (2015). To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation. Alphaville: Journal of Film and Screen Media, 8, [2]. http://www.alphavillejournal.com/Issue8/HTML/ArticleHaswell.html Published in: Alphaville: Journal of Film and Screen Media Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2015 The Authors. This is an open access article published under a Creative Commons Attribution-NonCommercial-NoDerivs License (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits distribution and reproduction for non-commercial purposes, provided the author and source are cited. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:28. Sep. 2021 1 To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar’s Pioneering Animation Helen Haswell, Queen’s University Belfast Abstract: In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation.
    [Show full text]
  • Toy Story." Toy Story: How Pixar Reinvented the Animated Feature
    Donaldson, Lucy Fife. " Rough and Smooth: The Everyday Textures of Toy Story." Toy Story: How Pixar Reinvented the Animated Feature. By Susan Smith, Noel Brown and Sam Summers. London: Bloomsbury Academic, 2017. 73–86. Bloomsbury Collections. Web. 27 Sep. 2021. <http://dx.doi.org/10.5040/9781501324949.ch-005>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 27 September 2021, 03:07 UTC. Copyright © Susan Smith, Sam Summers and Noel Brown 2018. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 73 Chapter 5 R OUGH AND SMOOTH: THE EVERYDAY TEXTURES OF T OY STORY Lucy Fife Donaldson As one of the fi rst fully computer- generated imagery (CGI) fi lms, it is not sur- prising that Toy Story (John Lasseter, 1995) fi gures prominently in debates about both the technical achievements of digital imaging and the anxieties con- cerning absence in digital fi lmmaking, particularly the perceived inherent lack of materiality in its processes and fi nal product. As CGI exponentially enlarges the plasticity of a fi ctional world, the inevitable emphasis on plastic surfaces within a fi lm that focuses on children’s toys seems to magnify the concerns of the latter camp, causing writers to equate its constitution with insubstanti- ality, fi nding the fi lm to be dominated by a processed smoothness that corre- sponds to the feel of CGI more generally. As Ian Garwood puts it, the concern is that ‘the infi nite manipulability of the image betrays its fatal lack of real- world robustness’.
    [Show full text]
  • To Infinity and Back Again: Hand-Drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation
    To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation Haswell, H. (2015). To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation. Alphaville: Journal of Film and Screen Media, 8, [2]. http://www.alphavillejournal.com/Issue8/HTML/ArticleHaswell.html Published in: Alphaville: Journal of Film and Screen Media Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2015 The Authors. This is an open access article published under a Creative Commons Attribution-NonCommercial-NoDerivs License (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits distribution and reproduction for non-commercial purposes, provided the author and source are cited. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:28. Sep. 2021 1 To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar’s Pioneering Animation Helen Haswell, Queen’s University Belfast Abstract: In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation.
    [Show full text]
  • Press Release
    Press release CaixaForum Madrid From 21 March to 22 June 2014 Press release CaixaForum Madrid hosts the first presentation in Spain of a show devoted to the history of a studio that revolutionised the world of animated film “The art challenges the technology. Technology inspires the art.” That is how John Lasseter, Chief Creative Officer at Pixar Animation Studios, sums up the spirit of the US company that marked a turning-point in the film world with its innovations in computer animation. This is a medium that is at once extraordinarily liberating and extraordinarily challenging, since everything, down to the smallest detail, must be created from nothing. Pixar: 25 Years of Animation casts its spotlight on the challenges posed by computer animation, based on some of the most memorable films created by the studio. Taking three key elements in the creation of animated films –the characters, the stories and the worlds that are created– the exhibition reveals the entire production process, from initial idea to the creation of worlds full of sounds, textures, music and light. Pixar: 25 Years of Animation traces the company’s most outstanding technical and artistic achievements since its first shorts in the 1980s, whilst also enabling visitors to discover more about the production process behind the first 12 Pixar feature films through 402 pieces, including drawings, “colorscripts”, models, videos and installations. Pixar: 25 Years of Animation . Organised and produced by : Pixar Animation Studios in cooperation with ”la Caixa” Foundation. Curator : Elyse Klaidman, Director, Pixar University and Archive at Pixar Animation Studios. Place : CaixaForum Madrid (Paseo del Prado, 36).
    [Show full text]
  • The Animated Movie Guide
    THE ANIMATED MOVIE GUIDE Jerry Beck Contributing Writers Martin Goodman Andrew Leal W. R. Miller Fred Patten An A Cappella Book Library of Congress Cataloging-in-Publication Data Beck, Jerry. The animated movie guide / Jerry Beck.— 1st ed. p. cm. “An A Cappella book.” Includes index. ISBN 1-55652-591-5 1. Animated films—Catalogs. I. Title. NC1765.B367 2005 016.79143’75—dc22 2005008629 Front cover design: Leslie Cabarga Interior design: Rattray Design All images courtesy of Cartoon Research Inc. Front cover images (clockwise from top left): Photograph from the motion picture Shrek ™ & © 2001 DreamWorks L.L.C. and PDI, reprinted with permission by DreamWorks Animation; Photograph from the motion picture Ghost in the Shell 2 ™ & © 2004 DreamWorks L.L.C. and PDI, reprinted with permission by DreamWorks Animation; Mutant Aliens © Bill Plympton; Gulliver’s Travels. Back cover images (left to right): Johnny the Giant Killer, Gulliver’s Travels, The Snow Queen © 2005 by Jerry Beck All rights reserved First edition Published by A Cappella Books An Imprint of Chicago Review Press, Incorporated 814 North Franklin Street Chicago, Illinois 60610 ISBN 1-55652-591-5 Printed in the United States of America 5 4 3 2 1 For Marea Contents Acknowledgments vii Introduction ix About the Author and Contributors’ Biographies xiii Chronological List of Animated Features xv Alphabetical Entries 1 Appendix 1: Limited Release Animated Features 325 Appendix 2: Top 60 Animated Features Never Theatrically Released in the United States 327 Appendix 3: Top 20 Live-Action Films Featuring Great Animation 333 Index 335 Acknowledgments his book would not be as complete, as accurate, or as fun without the help of my ded- icated friends and enthusiastic colleagues.
    [Show full text]
  • Theatrical Shorts Home Entertainment Shorts Sparkshorts Toy Story Toons Disney + Cars Toons
    Documento número 1 THEATRICAL SHORTS HOME ENTERTAINMENT SHORTS SPARKSHORTS TOY STORY TOONS DISNEY + CARS TOONS 35 Las aventuras de André y Wally B. Luxo Jr. Año 1984 Año 1986 Duración 2 minutos Duración 92 segundos Dirección Alvy Ray Smith Dirección John Lasseter El Sueño de Red Tin Toy Año 1987 Año 1988 Duración 4 minutos Duración 5 minutos Dirección John Lasseter Dirección John Lasseter 36 La Destreza de Knick Geri’s game Año 1989 Año 1997 Duración 4 minutos Duración 5 minutos Dirección John Lasseter Dirección Jan Pinkava Vuelo de Pájaros Boundin’ Año 2000 Año 2003 Duración 3 minutos y 27 Duración 5 minutos segundos Dirección Ralph Eggleston Dirección Bud Luckey 37 El hombre orquesta Lifted Año 2006 Año 2007 Duración 4 minutos y 33 Duración 5 minutos segundos Dirección Andrew Jimenez Dirección Gary Rydstrom Presto Parcialmente nublado Año 2008 Año 2009 Duración 5 minutos y 17 Duración 5 minutos y 45 segundos segundos Dirección Doug Sweetland Dirección Peter Sohn 38 Día & Noche La Luna Año 2010 Año 2012 Duración 5 minutos y 57 Duración 7 minutos segundos Dirección Teddy Newton Dirección Enrico Casarosa Party central Azulado Año 2014 Año 2013 Duración 6 minutos Duración 7 minutos Dirección Kelsey Mann Dirección Saschka Unseld 39 Lava Sanjay’s Super Team Año 2015 Año 2015 Duración 7 minutos Duración 7 minutos Dirección James Ford Murphy Dirección Sanjay Patel Piper: Esperando la Marea Lou Año 2016 Año 2017 Duración 6 minutos Duración 6 minutos Dirección Alan Barillaro Dirección Dave Mullins 40 Bao Mike’s New Car Año 2018 Año 2002 Duración 8 minutos Duración 4 minutos Dirección Domee Shi Dirección Pete Docter Roger L.
    [Show full text]
  • Road to the Oscars the Social Network (2010): Trent Reznor, Atticus Ross Wish 143 (2009): Ian Barnes, Samantha Waite Up-To-The-Minute Updates
    NOMINEES FOR THE 83rd ANNUAL ACADEMY AWARDS Best Motion Picture of the Year Best Writing, Screenplay Best Achievement in Music Written 127 Hours (2010): Christian Colson, Danny Boyle, Based on Material Previously for Motion Pictures, Original Song John Smithson Produced or Published 127 Hours (2010): A.R. Rahman, Rollo Armstrong, Black Swan (2010): Mike Medavoy, Brian Oliver, 127 Hours (2010): Danny Boyle, Simon Beaufoy Dido(“If I Rise”) Scott Franklin The Social Network (2010): Aaron Sorkin Country Strong (2010): Tom Douglas, Hillary Lindsey, The Fighter (2010): David Hoberman, Todd Lieberman, Toy Story 3 (2010): Michael Arndt, John Lasseter, Troy Verges(“Coming Home”) Mark Wahlberg Andrew Stanton, Lee Unkrich Tangled (2010): Alan Menken, Glenn Slater Inception (2010): Christopher Nolan, Emma Thomas True Grit (2010): Joel Coen, Ethan Coen (“I See the Light”) The Kids Are All Right (2010): Gary Gilbert, Winter’s Bone (2010): Debra Granik, Anne Rosellini Toy Story 3 (2010): Randy Newman Jeffrey Levy-Hinte, Celine Rattray (“We Belong Together”) The King’s Speech (2010): Iain Canning, Emile Sherman, Best Animated Feature Film Gareth Unwin of the Year Best Achievement in Sound Mixing The Social Network (2010): Scott Rudin, Dana Brunetti, How to Train Your Dragon (2010): Dean DeBlois, Inception (2010): Lora Hirschberg, Gary Rizzo, Ed Novick Michael De Luca, Ceán Chaffin Chris Sanders The King’s Speech (2010): Paul Hamblin, Martin Jensen, Toy Story 3 (2010): Darla K. Anderson The Illusionist (2010): Sylvain Chomet John Midgley True Grit (2010): Ethan Coen, Joel Coen, Scott Rudin Toy Story 3 (2010): Lee Unkrich Salt (2010): Jeffrey J. Haboush, William Sarokin, Winter’s Bone (2010): Anne Rosellini, Alix Madigan Scott Millan, Greg P.
    [Show full text]
  • 1 to Infinity and Back Again: Hand-Drawn Aesthetic and Affection
    1 To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar’s Pioneering Animation Helen Haswell, Queen’s University Belfast Abstract: In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation. La Luna (Enrico Casarosa) marks a pivotal shift in Pixar’s short film canon by displaying hand-drawn artwork and man-made textures. Widely considered the innovators of computer-generated animation, Pixar is now experimenting with 2D animation techniques and with textures that oppose the clean and polished look of mainstream American animation. This article aims to outline the significant technological developments that have facilitated an organic aesthetic by suggesting that nostalgia dictates a preference for a more traditional look. It will also argue that this process pioneered by Pixar has in turn influenced the most recent short films of Walt Disney Animation Studios. Pixar Animation Studios has been at the forefront of cutting-edge digital animation for over twenty-five years. The phenomenal success of Toy Story (John Lasseter, 1995), the world’s first fully computer-generated animated feature film, saw the “widespread popularization of 3D computer animation technologies in both animated and live action cinema” (Montgomery 7). Not only has the technology developed by Pixar become an industry standard for filmmaking, but the studio’s aesthetic style epitomises contemporary mainstream animation. While Colleen Montgomery argues that the technology pioneered by Pixar has “displaced hand-drawn traditions in mainstream American animation” (8), we are now witnessing Pixar’s experimentation with traditional 2D animation techniques and with textures that are organic and imperfect.
    [Show full text]
  • Thinking Animation: Bridging the Gap Between 2D and CG the Magic of Animation
    TEAM LinG ©2007 Angie Jones and Jamie Oliff. All rights reserved. No part of Publisher and General Manager, this book may be reproduced or transmitted in any form or by any Thomson Course Technology PTR: means, electronic or mechanical, including photocopying, recording, Stacy L. Hiquet or by any information storage or retrieval system without written Associate Director of Marketing: permission from Thomson Course Technology PTR, except for the Sarah O’Donnell inclusion of brief quotations in a review. Manager of Editorial Services: The Thomson Course Technology PTR logo and related trade dress are Heather Talbot trademarks of Thomson Course Technology, a division of Thomson Learning Inc., and may not be used without written permission. Marketing Manager: Heather Hurley “OSCAR®,” “OSCARS®,” “ACADEMY AWARD®,” “ACADEMY AWARDS®,” Executive Editor: “OSCAR NIGHT®,” “A.M.P.A.S.®” and the “Oscar” design mark are trade- Kevin Harreld marks and service marks of the Academy of Motion Picture Arts and Marketing Coordinator: Sciences. All other trademarks are the property of their respective owners. Meg Dunkerly Important: Thomson Course Technology PTR cannot provide software Project Editor/Copy Editor: support. Please contact the appropriate software manufacturer’s Cathleen D. Snyder technical support line or Web site for assistance. Technical Reviewer: Thomson Course Technology PTR and the authors have attempted Scott Holmes throughout this book to distinguish proprietary trademarks from PTR Editorial Services Coordinator: descriptive terms by following the capitalization style used by the Elizabeth Furbish manufacturer. Interior Layout Tech: Information contained in this book has been obtained by Thomson Bill Hartman Course Technology PTR from sources believed to be reliable.
    [Show full text]
  • The Following Is a Supplement to Dave Smith's Book, Disney a to Z
    The following is a supplement to Dave Smith’s book, Disney A to Z: The Official Encyclopedia (New York, Disney Editions, 2006). Dave Smith has prepared new entries, which are followed by a list of additions to entries in the book, along with changes and corrections which have come to light since publication. Additions: Aaron Stone (television) Action-adventure series premiering on Disney XD on February 13, 2009. Charlie Landers, a teenage boy who has mastered playing Hero Rising, an online game in which his avatar defends the world from members of the Omega Defiance, is enlisted by its creator, billionaire recluse T. Abner Hall, to become the real-life version of the legendary crime-fighting avatar, Aaron Stone. Hall informs Charlie that the Omega Defiance is real and out to destroy mankind, and he encourages the teen that he has what it takes to bring Aaron Stone to life. Stars Kelly Blatz (Charlie Landers/Aaron Stone), David Lambert (Jason Landers), J.P. Manoux (S.T.A.N.), Tania Gunadi (Emma), Jason Earles (Hunter). Filmed in Toronto. ABC Studios The in-house production company which develops and produces programming to network, cable, web, VOD, mobile, and broadband platforms. Before February 2007 known as Touchstone Television. Adams, Amy Actress, she appeared in Enchanted (Giselle) and The Muppets (Mary), and provided the voice of Polly Purebred in Underdog. African Cats: Kingdom of Courage (film) Disneynature documentary, released in the U.S. on April 22, 2011, after an April 21 release in Argentina. In one of the wildest places on earth, we meet Mara, an endearing lion cub, who strives to grow up with her mother’s strength, spirit, and wisdom; Sita, a fearless cheetah and single mother of five mischievous newborns; and Fang, a proud leader of the pride who must defend his family from a rival lion and his sons.
    [Show full text]
  • Professional Development Report
    Professional Development: Industry Report – Character Animation and Design Gurpreet Johal UNIVERSITY OF WOLVERHAMPTON 1504167 Contents • Introduction • Industry Roles and Opportunities • About Pixar • Pixar Opportunities • Pixar Competitors • Case study x2 • Conclusion • Bibliography Introduction In this report I will explore Pixar’s The Incredibles (2004) and be used as a starting point to follow the career paths of individuals who have worked on this film. With this being my favourite Pixar film, using IMDb, I will be specifically diving into the career paths of Gini Cruz Santos and Teddy Newton. Gini Cruz Santos was a character animator on this film whereas, Teddy Newton took on the role as a character designer. Teddy Newton’s career history is much more diverse in comparison to Gini Cruz Santos which in turn will show the industries wide-range. With my main focus being character animation, character design also peaks my interest. The ability to create my own unique characters that are not of the norm compared to stereotypical designs in terms of being fair skinned and very slim, as well as giving life to them is a very rewarding experience that animation has to offer. Industry Roles and Opportunities My ultimate goal is to work for Pixar Animation Studios as a character animator. The role of a character animator as the Creative Skillset designates, “Animators follow a brief from a Director, Animation Director or Key Animator, and refer to established designs, models and layouts when creating the movement which will appear on screen”. A character animator trains for years to understand the principles (rules) of animation, these are basic skills that are advanced within character animation to aid the believability of a character.
    [Show full text]
  • This Electronic Thesis Or Dissertation Has Been Downloaded from Explore Bristol Research
    This electronic thesis or dissertation has been downloaded from Explore Bristol Research, http://research-information.bristol.ac.uk Author: Benhamou, Eve Title: Genre in Contemporary Disney Animated Features (2008-2016) General rights Access to the thesis is subject to the Creative Commons Attribution - NonCommercial-No Derivatives 4.0 International Public License. A copy of this may be found at https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode This license sets out your rights and the restrictions that apply to your access to the thesis so it is important you read this before proceeding. Take down policy Some pages of this thesis may have been removed for copyright restrictions prior to having it been deposited in Explore Bristol Research. However, if you have discovered material within the thesis that you consider to be unlawful e.g. breaches of copyright (either yours or that of a third party) or any other law, including but not limited to those relating to patent, trademark, confidentiality, data protection, obscenity, defamation, libel, then please contact [email protected] and include the following information in your message: •Your contact details •Bibliographic details for the item, including a URL •An outline nature of the complaint Your claim will be investigated and, where appropriate, the item in question will be removed from public view as soon as possible. Genre in Contemporary Disney Animated Features (2008-2016) Eve Benhamou A dissertation submitted to the University of Bristol in accordance with the requirements for award of the degree of Doctor of Philosophy in the Faculty of Arts Department of Film and Television 15 February 2019 79,352 words 1 ABSTRACT This thesis explores how Disney has re-appropriated and re-envisioned a wide range of Hollywood genres in order to revise and renew the studio’s feature-length animated output.
    [Show full text]