Analysis

What Does The VCR Helping Anime Mean For Animation Today?

2001-vhs

Over on Jerry Beck’s Cartoon Research blog is a post by Fred Patten that discusses in much detail how the rise of the VCR actually helped anime and animation as a whole. The impetus comes from a talk by Walter Lantz:

“In 1975 animation was a dying art! All the theatrical animation studios were closed except Disney, and by 1975 even Disney was moribund. Animation for TV was all toy and cereal commercials, and was so bland that nobody but little children watched it. The very few festivals of animation were glorifications of the past, attended mostly by animation veterans and cinematic scholars, not the public. Then in 1975 the first home video cassette recorders came out. They took about a decade to become widespread, but suddenly the public was asking TV stations to show more classic cartoons so they could record them to watch whenever they wanted. Movie studios and whoever owned the rights to old cartoons found that there was big money in putting them out on video. The first video releases of old prints were later upgraded to remastered prints with original title cards. Today new animation features are being made because the studios know that they can make as much or more from video sales as from theatrical screenings. Animation that hasn’t been seen in decades is available again, and permanently for whenever anyone wants to see it, not just when its studio re-releases it theatrically or on TV. The animation industry was just short of dying when the first VCRs came out; now it’s bigger than ever!”

What kind of lessons can we glean from the above statement?

  1. Technology improved access to old animated content
  2. Consumers demanded said access to the content
  3. Once access was granted, money started to flow.

What kind of parallels can be drawn with the digital revolution of today?

One of the hot topics at the moment is access to older content and how simply throwing them up online isn’t seen as being a viable option for many studios. Classic Looney Tunes shorts and Disney feature films are tough to come by online (although some of the latter are on Netflix) and the quality of the public domain films available on YouTube is all over the place.

Yes, it is possible to see the animation that isn’t online, but that was the case back in the 1970s too. It’s that the ease of access hasn’t kept pace with technology. Whereas before you would have to obtain a copy of the actual film, today, you have to obtain a copy on DVD. While the latter is far cheaper and more convenient, it nonetheless must be done.

Time is the real factor here. Why expend time trying to find old animated content to watch when you can watch something that is instantly available? That is what we have in common with the scenario Lantz illustrates.

How What Worked Then Will Also Work Now

Funnily enough, the improved access that worked then will also work today. What the studios realised was the the [monetary] value wasn’t so much in the content itself as it was in how it was packaged and sold. Today, that is still the case but we have moved away from valuing the content itself to valuing what comes with it. Essentially, old content sold today must be in value-added form.

Here’s the transition:

  • VHS: Selling the content itself in a package that permits anytime viewing
  • DVD: Selling the content in a technology that permits the inclusion of content extraneous to the original film (commentaries, features, direct access, etc.)
  • Internet: _____?

Actually that last one isn’t as blank as you might think. Sure we are still using the content, but with the internet, we can access it anytime (and from anywhere), with any additional features/commentaries we desire. So what can possibly be used to entice people to pony up for it?

Well, the short answer is, you don’t. The structure of the internet means that it is better to give the content away for free. Sure you can use DRM to lock it down, but there have already been too many examples of either compatibility/access issues with DRM content. The worst of which comes when the DRM servers are deemed too expensive to keep running and are switched off leaving paying customers in the lurch.

That’s a scenario you want to avoid at all costs and the easiest way to do it is to keep access to the content free. But if you can’t charge for that, what can you charge for? Well, that’s the current challenge that’s facing many studios and networks.

One option is to rent it a la Netflix but you can’t rely on that as the “per view” rate is stupidly low and unlikely to ever bring in serious money. Nope, instead you have to use smarts and figure out what you have that is scarce.

In the case of older films, there isn’t really a lot of scare stuff out there, so what do you do? You make some of course! Merchandise is the first thing to come to mind and if it is done right, you can use the content itself as the engine for your merchandise empire.

Secondly, people like to have a sense of belonging. Disney’s D23 is proof of the kind of corporate fan club that is detestable but also successful. They charge a membership fee but in return deliver a lot of things that fans value. Things like a regular magazine, discounts on merchandise, and opportunities to attend exclusive events. All of these do cost money, but they drive repeat business and help drive the overall Disney brand.

What Old Cartoons Could Benefit?

Where is our Looney Tunes club? Why doesn’t Betty Boop have something to draw fans together besides being on clothing lines? Felix the Cat appears on fine art costing thousands of dollars but nothing that fans can share with each other?

These are all questions that could be answered through the steps discussed above. Keeping access to old animation and cartoons is the only way to ensure that they are still enjoyed. VHS may have brought animation back from the dead, but that doesn’t mean its soul won’t die instead.

What would you do to bring fans of old cartoons together? Let us know with a comment!

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Shutting Down Fan Art With Copyright

Via: Andrea Kalfas
‘Dark Lady’ Via: Andrea Kalfas

Copyright is another recurring theme of this blog for the simple reason that we are in an era of rapid and destructive copyright reform. Technologies such as the internet are redefining the role and even extent of copyright as a business model tool. Creation and distribution are some areas where copyright reform is an issue but the presence of the concept in fan art is another important area. Today’s topic comes via Crunychroll (stay tuned for a separate post on them next week) and concerns the shutting down of a Sailor Moon fan art book on Kickstarter by publisher Random House.

The Copyright Issue At Hand

Yes, I know we discussed it just yesterday, but here, Kickstarter plays the opposite role in the debate. Instead of the creators hoarding copyright, it is they who need to be concerned. In this instance, the copyright on Sailor Moon (at least in manga form) is held by Kodansha Comics (the US subsidiary of the Japanese company). What’s interesting though, is that the DMCA takedown notice filed with Kickstarter was not issued by Kodansha, rather it was by major publisher Random House who are merely the distributors in this saga.

The Kickstarter project in question was an attempt to print a collection of fan art for this extremely popular series and had a few famous names attached (Adventure Time crew member Natasha Allegri stands out). As of writing, the project has been suspended and no appeal appears to be forthcoming.

Who Does This Hurt?

As the Crunchyroll piece which I stumbled across lays out right from the start:

Here’s an example of why there isn’t much of a doujinshi scene in North America, particularly not in regards to print doujinshi.

For the unitiated like myself, ‘doujinshi’ is what Wikipedia calls “the Japanese term for self-published works, usually magazines, manga or novels. Doujinshi are often the work of amateurs, though some professional artists participate as a way to publish material outside the regular industry.” In other words, a combination of fan fiction and fan art.

So as is often the question here on the Animation Anomaly; who does this hurt? It isn’t so much the fans; they will adore Sailor Moon regardless, but rather its the people on the fringes who may be fans of the artists and subsequently discover Sailor Moon (either in manga or anime form) through this book.

Why The Copyright Aspect is Problematic

Despite the apparently strong case, there is a number of issues with this it. First of all, why is the distributor of the manga filing the complaint? Surely it should be the copyright holder (Kodansha), right? Random House is merely the middleman that gets paid on a per-unit basis and whose profit should be a set markup on each. The copyright holder should be the one filing any DMCA takedown notices as they are the stakeholder that the law is designed to protect. If middlemen like Random House have a problem, they should take it up with Kadansha instead of being able to act on their own initiative.

The other concern is that there is a strong fair use case (via parody) for the artwork. They are clearly non-official and although I can’t find any details to confirm, it’s quite likely that the book’s creators made it clear that they are not officially associated with either Randorm House or Kadansha.

The End Result

The unfortunate conclusion is that this hurts everyone. The creators obviously since they can’t share their awesome artwork with fans, but also the publisher too. New fans could have been brought into the fold and possibly become purchasers of the manga collection.

In an additional twist, a new version of the anime is slated to hit the airwaves later in 2013. Surely every attempt to build public awareness of this should be treated with care. Again, this comes back to potential fans on the fringes being missed because they never had a chance to interact with the fan art book.

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The State of Irish Animation in 2013

Shamrock Avatar

First of all, a Happy St. Patrick’s Day. Remember, Guinness is Irish; corned beef and cabbage is not.

On this day last year, we took a look at the Irish animation industry and where it stood, so it makes sense to do an update after another eventful year.

Overall, the industry has gone from strength to strength. Output is up as is employment and the number of players in the industry. Not content to rest on their laurels, various studios have either sprung up or expanded into the gaming and mobile sectors.

At the feature level, both Cartoon Saloon and Brown Bag Films have feature films in production. The former continues work on their successor to The Secret of Kells, Song of the Sea. The latter is currently developing their first feature film, Nightglider with their US-based partner, Wind Dancer.

In the televised sector, many players continue their success from last year. In addition to Cartoon Saloon and Brown Bag, Boulder Media continues their winning streak with The Amazing World of Gumball. JAM Media recently opened a second office in Belfast to further their presence in the market. Caboom continued their strong streak from last year and have plenty in development too.

Telegael has expanded their capabilities with the construction of a dedicated stop-motion studio that will produce series for Irish and foreign markets. Monster Animation rebranded as Geronimo Productions and their latest series, Planet Cosmo is currently teaching astronomy to kids all over Ireland and further afield!

As the industry in Ireland matures, it has naturally branched out to touch other industries where animation plays a role. Video games, in particular those for mobile and tablet platforms, have seen an influx of animation studios who realised that their skills were just as applicable to interactive forms of entertainment as it is for passive ones. Kavaleer continues their success in this area and Brown Bag also has their eye on it as they recently announced the creation of a ‘digital division’ to handle properties the area.

The Irish animation industry is in good shape for 2013 and should look forward to another successful year of growth. That said, challenges lie ahead that will have to be at least addressed. Chief of which is the creation of a tax break for animation production in the UK. With the potential loss of their cost advantage, Irish studios may have to get innovative to attract work.

The pace of the transition to digital distribution continues apace and although things are not as advanced as they are in the US, they soon will be. The proliferation of online content (either through YouTube or other services) spells trouble for business models that rely solely upon the traditional methods of funding.

As of writing, no Irish studio has embraced the online model completely despite the fact that large audiences are already there. Perhaps 2013 will be the year an Irish studio pulls a Frederator and gets their own content up and available for worldwide viewing.

Otherwise, the Irish animation industry remains in great shape for 2013. Now if you’ll excuse me, I’m outta here for obvious reasons 🙂

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What Should DreamWorks Do Next?

DreamWorks_Animation_SKG_logopng

It’s been a rough couple of months for DreamWorks Animation. If it wasn’t the poor performance of Rise of the Guardians, it was delays in development and most recently, the job losses resulting from each. In essence it’s a cash flow problem. Guardians didn’t bring in enough to keep the studio going along a the pace it originally planned. Borrowing the money would be costly so the unfortunate situation is that the release schedule has been dialled back and people have been let go. Many media and blogs focused on those aspects, but few were asking what DreamWorks should do next. Here’s a few hints.

TV is Still King But So Is Original Content

As much as the death of TV is plastered on the internet, the medium is still very much alive. In fact it’s still far to big to ignore. The TV properties of Disney continue to prop up the film studio and until they don’t TV screen across the globe will continue to be central to any large studio’s strategy.

DreamWorks has made efforts to get its films onto the small screen. First it was The Penguins of Madagascar and recently it’s Dragons: Raiders of Berk. Both shows have done well on their respective networks and DreamWorks seems keen to continue to idea of spin-off shows. Heck, it did Disney no harm at all back in the 90s.

What DreamWorks should do though, is create an original TV series. They have the talent at their disposal, what better way to keep them busy and productive than to have them branch off into TV series? For one, they could crank out programmes much faster than feature films. Two, you can be sure plenty of networks around the world would jump at a DreamWorks TV show. And lastly, the revenues would help bring in revenue; not just from licensing fees, but from merchandise as well.

Sure, it’s a crowded TV market, but DreamWorks would be far and away the largest presence given that both Disney and Viacom (Nickelodeon) have their own networks. That fact would work in their favour.

Mobile Will Become More Important

The studio is off to a decent start, what with the tie-in with Rovio for The Croods, but what else are they doing in the mobile sphere? Well, they’ve got this augmented reality app that makes movie posters move. It’s a nice idea but ultimately a bit gimmicky. The studio’s Ptch app is a much better approach, but there’s been no word yet on where that app will ultimately lead for the company.

No matter who you talk to, the keyword is ‘mobile’. DreamWorks needs to figure out a concrete plan for the platform and what it intends to offer. Games are a no-brainer and Ptch is a great starting point, but where else can the company leverage its content on people’s phones and tablets? Netflix is clearly part of the solution, but the company could also look into leveraging the vast store of IT knowledge it has at its disposal. Just imagine a DreamWorks-created 3-D rendering app and you’ll get the picture.

Shorts Will Return

In my post predicting the future of animation, I state that shorts will make a comeback. To clarify, that’s not completely individual shorts but rather those along the lines of the classic Looney Tunes. In other words, a recurring set of characters in a wide variety of plots.

The reason is simple: in conjunction with the shift to mobile platforms discussed above, shorter content will become popular again. If you consider the limited periods of time that people spend on mobile devices, it makes sense to produce content on a 7-8 minute scale rather than the traditional 11 or half hour scale.

Cartoon Hangover is giving this idea a shot and they’ve done OK with it overall. Bravest Warriors could have tighter stories but on the whole, the shorts work for the YouTube generation. At the other end of the scale, the Amethyst: Princess of Gemworld shorts clock in at just over a minute each. Theoretically ideal for mobile, but ultimately too short for substantial storylines.

DreamWorks hasn’t really created any shorts outside of the extras on its DVDs. It would be nice to see them throw some [more] out there either as promotion for the films or as sidelines to the TV show. They could easily do it and the payoff would be substantial.

The Theme Parks Will Pay Dividends

Remember those theme parks that were announced a while back? Stop snickering! Just because they’re going to be situated in New Jersey and Russia is nothing to laugh about. Sure Disney has the theme park gig down pat, but they’re only in a few select markets (the US, France, Hong Kong and Japan.) DreamWorks is betting that with smaller, indoor parks, they can grab customers from a smaller area, but ultimately have them visit more times throughout the year, especially in the winter.

The parks are also in areas where Disney is not; Russia being the principal one. DreamWorks movies do quite well there, so it makes sense to head to that country first. The risk may be more than in western Europe, but the potential rewards are huge given Russia’s rapidly growing middle class.

The only downside to the theme park idea is that the dividends will take years to reap.

Technology Is The Silent Winner

As mentioned above, DreamWorks has a great store of computing knowledge acquired historically from the PDI divsion and also through the technology that the studio itself has pioneered. The company has been moving in the technology direction for some time, and it make sense to continue down that road

Pixar has long done the same, selling and supporting its Renderman software as a side business to the animation. DreamWorks appears to be slowly doing the same, but it might be time to become more overt. Consider how Amazon went from being just an online retailer to an established technology firm thanks to the Amazon Web Services (AWS) division. The company basically realised that they could sell the technology they used to power their website and profit from it. DreamWorks could and should do the same.

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The Five Pillars of New Animated Media Strategy

Today I’m going to piggyback on a post by Brian Solis dealing with the Five Pillars of New Media Strategy. They apply to animation too, but in a slightly different way than how Brian lays out (mostly because I’m being more specific.) To start, here’s Brian’s list:

  1. Listen, Search, Walk a “Daily in the Life” of your customers.
  2. Rethink your Vision, Mission, and Purpose.
  3. Define Your Brand Persona
  4. Develop a Social Business Strategy.
  5. Build and Invest in Your Community.

These are all great points, but they deal with more general and corporate businesses than animation. Let’s try and narrow them down to the same level as the small studio or independent animator. Lastly, we’ll justify why such strategies are important and necessary.

1. Know Your Audience

This is the very first point. If you are creating something, even an independent film, you need to know who you are making it for. It’s easy to argue that it may not even matter, but in fact, it does. Think about it for a second. You’re not going to create something and then lock it away somewhere, are you? No! You’re going to show it to people, maybe even sell it to them. Therefore, it’s vitally important to know who those people are.

In the case of a small studio, that person is normally the client, and you’d be very poor at your job if you didn’t read up on them! That said, studios more often than not put out independent projects, and while they have a good head start over independent animators, the odd dud does make it through.

All this isn’t to say you have to know the audience inside out, rather its to say that you should spend a proportionate amount of time doing the research. For independents, this could mean sussing out what festivals you’re going to submit to and figuring out what kind of films they generally like. For studios, this could mean setting a game plan for the short in terms of where it will eventually lead (maybe a series, maybe a calling card) and going from there.

2. Rethink Your Strategy Every Time

Lighting can sometimes strike twice, but that’s extremely rare. Was your last project successful? Are you tempted to do something similar again? Stop! Take the time to rethink things. What worked before may not work again; especially so if a significant amount of time has passed. Are you going in a different direction? Definitely take the time to figure out what has to change.

What if you’re humming along just fine on your strategy? Well, everyone else is changing up around you. You may be OK now, but eventually you will have to do a major overhaul, and that takes a lot of time (and money.)

Need proof of this? Just look at FOX. They had a bone fide smash hit with the Simpsons, but they tried for another home run using the same formula (no, not the shows themselves, but in how they approached them.) Futurama is sheer genius, but the network didn’t change their strategy for success. They focused on the wrong thing, and it ended up costing them; not once, but twice! (Family Guy in that case). If FOX had sat down and thought about how to make these new shows succeed, they may not have gone through the wringer like they did!

3. Be Aware Of How You Market Yourself

This is a critical one, especially for independents. When you make a short film, not only must you market it, you must market yourself as well. That fact can get pushed out of focus a bit during the process, but its vitally important to making your film succeed. You must know how to present yourself in order to succeed. Want commissions? Look like a keen, skilled, productive worker. Want critical acclaim? Appear more as an auteur of the technique.

These are just examples, but for the proof we need look no further than Bill Plympton; the undisputed master of independent animation. Bill knows just how to market himself to fans, and he does it expertly. He’s extremely personable and actively engages with fans all over the country and around the world! He knows the value of selling himself along with his films. That’s how he chooses to do it, how will you?

4. Develop a Social Business Strategy

This one I’ve left untouched because it applies to animation just as equally. How do you engage with fans/customers? What is your social business strategy? Do you create work and simply cast it off into the ether? Do you stonewall any contact with those on the outside? If so, that may be doing you more harm than good.

Remember, you don’t have to be a social media maven to find success. You might only want to tweet once a week. But if you can make that one instance count, then you’ve done the right thing. Plenty of animators (or at least the ones I follow) are pretty good at the social side of things. Blogs, Facebook, Twitter; all are important to maintain on a regular basis. Blogs are the single most important though. They often form the first stop of fans, the curious and potential employers alike. Failure to keep it up to date can prove costly in the end.

5. Build and Invest in Your Community

Again, this is left the same because it applies just as much to animation as any other business. Building your community is simple enough, but what does it mean to ‘invest’ in them? Why should you worry about investing if your an animator? Well, it’s quite simple. As Brian explains:

Community is much more than belonging to something; it’s about doing something together that makes belonging matter. Participate in the communities that you host and also the communities that host the conversations that are important to your business. That’s the secret to earning a lasting affinity the contributes to you becoming a trusted resource.

The gist of it all? Don’t passively put stuff out there. Sure, having a blog is important, so is updating it regularly, but if people comment on posts and never receive a reply, what does that do for you? Nothing! The same goes for email, @ replies, anything that could potentially lead to interaction with people other than immediate friends and family should be treated as valuable as tonight’s winning lotto numbers and demand similar action on your part too.

I don’t write all of that to preach, I have to do it to! Which is absolutely try to do as best I can. It’s tough, it demands a lot of time and effort, but the results are worth it.

Why You Should Take Heed of These Points

All the points above are not super secret. They’re basic common knowledge, but they’re the kind of common knowledge that we tend to take for granted sometimes. Now and then it’s nice to get a wee reminder about how to keep going and to make things work as best they can for you. These points go a long way towards that. Keep them in mind and utilise them on your next animation project (long, short or otherwise). You never know what the results could be!

Would you add more? Let us know in the comments!

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Why These Fruit Snacks Packets Are So Terrible

No doubt you’ve seen them in almost every grocery store in the country. They’ve been around for years, and they are relentlessly targeted at everyone younger than their teens. Yes, they are the fruit snacks emblazoned with many a popular animated character. Here’s a photo I took at the local shop, your’s is no doubt similar:

Animated Fruit snacks_1

Marvelous looking aren’t they? /sarcasm

The Problem With Fruit Snacks Packets

The packets, as can clearly be seen, are designed to maximise the amount of space that is devoted to animated characters. Barely 10% is given over to describing what is actually in them. Personally, this blogger had no idea what they contained until he picked up a packet and carefully read it. It’s possible that that’s simply because I didn’t grow up in the States, and thus wasn’t subject to such marketing when I was in the target demographic, but how may parents would be in the same boat?

The presence of animated characters on products is not new by any stretch of the imagination, but it’s still a bit concerning that they occupy so much space. In essence, they are not so much selling the product as selling themselves.

You’ll notice that all the boxes contain the exact same products; there’s no difference between a Perry the Platypus and a Spiderman packet. So who’s that designed to trick?

Why They’re Bad

They’re Not Made Of Nice Things

It’s easy to nitpick such merchandise. They’re sugary, not particularly natural (read the ingredients) and are often passed of as being healthy because they contain ‘fruit juice’. That doesn’t stop people defending them, but on a wholly nutritional level, these snacks are far from ideal

They Prey On The Least Informed Consumers

OK, yes, kids have been targeted for decades, but in comparison, the EU and other countries place strict limits on all merchandise aimed at kids, and they still manage to sell. These fruit snacks do next to nothing to inform the kids what’s actually inside beyond pictures of the shapes of the snacks!

That’s not to argue that they should feature a laundry list of what they do contain, but rather that they attempt to inform kids about what they’re buying. Kids are stupid; that’s not being rude, but it is the truth when it comes to these kinds of things. They don’t read the ingredients, they don’t even realise they are having the wool pulled over their eyes in such a ham-fisted manner. All they know is that their favourite character is on the cover and there’s a tasty treat inside.

They Do Next To Nothing For Animation Itself

Thinking about this on a higher plane for a minute; shouldn’t merchandise for animated properties actually do something to feed back to the source material? I mean in a way besides just revenue or viewership. Sales of these packets above surely keep their respective shows in the minds of parents and kids, but do they actually improve the quality of the shows?

I’m thinking here in terms of how merchandise can provide feedback to studios and help them improve their output. Adventure Time is a good example; plenty of their merchandise features obscure characters that earned a repeat performance on the show. To consider a contrasting example; it’s doubtful this Legend of Korra dog bowl made for a bigger role for Naga.

Food and drink merchandise is difficult to manufacture and sell, but it is hard to believe that in the 21st century, studios rely on the same kinds of techniques that were first pioneered in the 1950s! Surely they can come up with a better (and healthier) alternative to fruit snacks. The grapes were a start, but they were marketed in the wrong way. Smarter thinking in this area is needed. The results will justify the effort involved.

Putting Things In Perspective

Finally, just to put things into perspective, here’s a shot of the entire shelf where the fruit snacks are placed:

Animated Fruit snacks_2

Notice that they higher up products appeal more to adults while the lower ones appeal to children. Both kinds of products are at the appropriate eye height for their targeted customer. That’s what grocery store psychology in action.

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The NYICFF & Being ‘Suitable For Kids’

NYICFF 2013 header

It’s hard to believe that it is that time of the year again, but it is!. That’s right, the 2013 New York International Children’s Film Festival starts in exactly one week (Friday, March 1st). The festival truly is a fantastic experience if you’ve never attended. There are not only plenty of great films being screened, but there are also many workshops and activities for the younger viewers. Those viewer in particular, are who make the NYICFF a great experience.

Ernest & Celestine
Ernest & Celestine

The Goals of the Festival

A few years ago, I was lucky enough to attend the festival’s screening for The Secret of Kells. I was there to meet director Tomm Moore and while it was a thorough pleasure to meet him, the surprise of the day was listening to the Q&A session that followed after the screening. The kids asked some very intelligent questions and the really drove home the point that the festival is much more than simply screening great films, it’s also about inspiring in kids the wonders of film as an artistic medium.

That’s the goal of the festival, and it manages to pull it off with a program that caters to all ages (some films are for 7 & up) with relative ease. That’s not the interesting part, what’s truly amazing (and what astonishes me every year) is that the program it puts together contains films that are not only suitable for kids, their suitable for adults too!

Hey Krishna
Hey Krishna

How The NYICFF Caters to Adults AND Kids

Those of us with an interest (passion even) for animation already know that animation that is suitable for kids is also suitable for adults. Unfortunately, (and certainly before Pixar’s time), there existed a widespread belief among the public at large that animated films were the preserve of the under 12s. That’s changed dramatically in the last 20 years as animated films have begun to cater more to adults through the use of subtle subplots and double entendre.

The wonderful thing about what the NYICFF screens though, is that while certain films do cater explicitly to children, plenty of other films aren’t as overtly aimed at kids.

From Up On Poppy Hill
From Up On Poppy Hill

The festival screens many Studio Ghibli films that are famous for shaming many ‘mature’ films with their quality but the Japanese studio is far from alone. This year Ernest & Celestine, The Day of the Crows and The Painting are just some of the features being screened that can enjoyed by adults and kids. The shorts lineup is spectacular as well. PES’ Fresh Guacamole makes an appearance as does Friendsheep; a hilarious short about a wolf having to work with his lunch.

Pinocchio
Pinocchio

Why That’s Important

It’s tempting to think that such broad appeal doesn’t mean anything; but it does. The kind of films the NYICFF shows aren’t just great films suitable for kids, or even great animated films, they’re just great films. That can do a lot for young, impressionable minds as they can see how cinema (and film) can exist in a much higher capacity than what Hollywood pumps out. Adults benefit too; spending their hard earned cash in something that has cultural and social benefits. So what are you waiting for, get your tickets now!

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How 3D Printing Will Impact Animation Off Screen

Constant improvements in technology mean that new and exciting ways of doing things are constantly being invented, with 3D printing being no exception. It’s exactly what you might expect it to be; namely printing but with the addition of the third dimension. The technology has been around for a while, but only very recently has its cost started to come down to a relatively affordable level for consumers.

What Does 3D Printing Have to Do With Animation Off Screen?

Ah, an excellent question. Well, it’s not so much to do with production (Laika used the technology extensively for ParaNorman) but for all the things that animation sells off-screen. Consider the picture below:

Via:Thingverse
Via:Thingverse

It looks kida familiar doesn’t it? That’s because it is! It’s a 3D printing plan for the rocket that Tintin took to the moon in Destination Moon!

Via:The Tintin Wiki
Via:The Tintin Wiki

The possibilities are astonishing. Imagine being able to print models right in your own home? Instead of hoping for a company to produce a character or prop model you desire, you could make it yourself, in minutes! Otaku’s will have a field day!

There’s just one problem…

Copyright

NPR recently took a look at 3D printing, and Steve Henn’s report places a hefty emphasis on the recent issues surrounding the use of copyrighted characters with the technology. Yoda is a popular presence on Thingverse, a website that allows people to create and share their 3D printing plans. Similarly was Tintin’s rocket, until it was taken down via DMCA notice (the one above isn’t the original):

Recently, Moulinsart, which owns the rights to the cartoon Tintin, served Thingiverse with a Millennium Digital Copyright Act [sic] takedown notice. The company insisted that the site remove printing designs of Tintin’s cartoon moon rocket.

Weinberg says Moulinsart was well within its legal rights, but he thinks the move was a mistake. People printing out copies of Tintin’s rocket were the company’s mega-fans, he says. Instead of attacking them, Weinberg adds, the company would have been better off selling digital designs to print out Tintin himself.

If you think in terms of animation, almost anything could be created using 3D printers. Characters, props, sets are all ripe for the DIY mold and while no studio has freaked out just yet, there could be plenty of problems down the line.

Since copyright covers everything to do with an animated film or TV show, making plans of characters and printing them yourself does fall foul of existing law. That’s where the real problems will soon come to light.

What 3D Printing Means For Animation

Many animated shows rely on toys (among other merchandise) to remain profitable. Pre-school shows are especially exposed, but plenty of other ones also sell models based off the animation. Many shows rely on those sales to remain profitable and therefore on the air. Think of The Simpsons, or any anime show known to man. They all rely on sales of models to some extent. Here, have a Nibbler as an example:

This impossibly cute thing is made by Kidrobot
This impossibly cute thing is made by Kidrobot

Now what if instead of buying a model at a shop, you simply printed it at home? You would gain, but the studio would certainly lose; especially since those plans can (and will) be all over the internet for free.

So this could potentially affect every corner of animation; from features, to TV shows to web series to short films. It could be a boon but it could also be a bust if all the players don’t handle it correctly.

I haven’t even touched on all the printing that will be made from fanart, just think how popular that‘s going to be?

It’ll Ultimately Be For the Fans

Ultimately, 3D printing will be for the fans. Animators and studios can gain, but they will have to rely on things like superior production tools and giving fans something extra over what they can make at home.

Just look at that Tintin rocket, I would kill to be able to make one of those for myself, but I would gladly pay someone to make me a high quality one that’s over a metre tall instead.

Think in those terms, and get ready to ride the roller coaster for the next few years.

What would you print with a 3D printer? Let us know with a comment!

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Those Frozen Posters and the Curse of The Modern Blockbuster

A few weeks back, some images escaped onto the internet purporting to be for the next film in the Disney cannon, Frozen. They were quickly disavowed but the company nonetheless made an effort to rescind the impossible from the public’s mind. Here are said Frozen posters for informative purposes:

Disney_Frozen Poster A

Disney_Frozen Poster B

Disney_Frozen Poster C

The entire saga raised a number of questions but the true answers to them are rather straightforward.

Why Were They Disavowed?

The posters were disavowed for the simple reason that they are unofficial. While the posters do exhibit traits previously linked to the film (such as the title design), as a whole, they are not officially sanctioned by the Disney company. The studio is therefore obliged to distance itself from them, but there’s is more to it than that.

Poster trademarks is something that’s been talked about here on the blog before, and with these posters, there is very high possibility for confusion among the public. This is especially so given that the posters feature two characters that could easily be thought to be from the film. Trademark law requires holders to defend or face losing them. In that respect, Disney cannot simply let them slide because it could underpin future litigation.

Why Were They Even Released Then?

That, we don’t know. Cine 1 is based in Argentina, and we can only speculate wildly how they a) got the poster designs at all and b) would post them for any reason besides attracting publicity for themselves. Either way, it’s a fishy background to the entire affair but does not dilute the fact that it got a lot of people talking about the film.

So Where Does The Curse of the Blockbuster Come Into All This?

Where the curse of the blockbuster comes into this is that Disney were also duty bound to stifle the public’s interest in the film at this point in time. Why? Quite simply, they’re not finished selling the current one yet.

Yes, Wreck-It-Ralph comes out on DVD in March and as successful as that film was, it doesn’t do the Walt Disney Company much good to start flogging the new one before they’re done with the old one.

The curse of the modern blockbuster is that it makes money in precisely defined, extremely short periods of time. They have a few weeks at the box office before being pushed out on home media a few months later. The former brings in some money, but the real dough is (and has been for many years) in the latter. Disney simply cannot, through sheer necessity, ignore this period.

As a result, it will continue to devote any and all resources to Wreck-It-Ralph in the coming weeks. A distraction such as the posters above represents a significant problem with that strategy. It thrusts into the minds of the public who are constantly demanding new things and serve as a shocking reminder that yes, Wreck-It-Ralph is a done and dusted film while Frozen is so new and sparkly, we haven’t even seen any animation yet.

This bodes poorly for Disney, so they swing into crisis mode and attempt to stop it while they can. That’s not a bad thing, but it does reinforce the fact that studios like to dictate the publicity for their films despite the fact that the internet is an unwieldy beast that eats such control for breakfast, lunch and dinner. In the case of Frozen, the internet is clearly very hungry

The Alternative?

Back in December, we were given a single, concept sketch in an official capacity but then, nothing. Why do it then if there was nothing to follow? Disney may have been better off waiting until after Christmas before beginning to periodically (and predictably) releasing stuff. Independent animator Elliot Cowan is doing precisely that on his twitter feed; posting artwork from his feature film on a regular basis as he completes it. Disney could have handled this better; here’s hoping it’s a once-off event.
Just when should a studio start releasing artwork? Let us know with a comment!

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Why Working for Free is Like Sleep

You’ve undoubtedly seen it by now; Stephen Silver’s [necessary] rant against working for free, right? If not, it’s a good use of your time, and advice well worth heeding. The only problem with it is that Stephen doesn’t really explain exactly why working for free can be detrimental. So here is an analogy that is easy to digest, understand and remember: why working for free is like sleep.

If Everyone Sleeps, Those That Are Awake Must Work Harder

Think about it. If everyone in a studio was sleeping, those that are awake would have to work much harder to get the work done wouldn’t they? If you consider a sleeping person as someone who is working for free (or close enough to it), then everyone around them must work that little bit harder (read: work for less) to carry them. Right? The more people that sleep, the hard those that are awake must work. The reverse is also true; the less people that sleep, the less the awake people must do. There are sound economic principles behind this concept that require too much to explain, but they are valid, and they really are true.

If you multiply it out over an entire industry, then you can see how even a small amount of sleepy people can have an effect on the majority. You may think that being only one person doesn’t make a difference, but it does.

Sleep At Home, Not At Work

If you were caught sleeping at work, you’d be fired for sure. Most people recognise this and in response, prefer to sleep at home. The same is true for our example. Sleep at home on your own time and on your own projects. Fanart is fine in moderation, but if that’s all you do, you may as well be sleeping. In this analogy, working for free at home is not considered detrimental because you are not having an influence on anyone besides yourself. Your time at home is considered your time, and if you want to sleep then, that’s OK.

Naps Are Healthy, but Don’t Dose Constantly

All this isn’t to say that sleeping (working for free) should be avoided at all costs. Working for free can be beneficial in certain circumstances, in ways such as community service, educational programs and the like. Consider these naps instead of sleeping because they can be healthy if done in moderation. You’ll feel refreshed and ready for when you have to be awake. Just be sure not to nap too much!

Sleeping Employees Are Bad For Studios Too

Yes, free labour can harm studios. Imagine if a studio had a large number of sleeping artists (with a few awake ones). While the studios undoubtedly gains the work, they lose out in other ways too. For one, all those sleeping employees warp the real amount of money that a project costs to make and that makes their accounts unrepresentative of their true financial health. That leads to problems further down the line and the ultimate result is that all the sleeping employees are forced to sleep at home anyway.

The Rule of Thumb: Only Sleep If You Can Afford To

If in doubt about whether you can sleep (work for free), consider yourself driving a car down the road. Are you going to fall asleep at the wheel, or are you going to pull over to the side of the road? It’s safer to do the latter, and other drivers will thank you for it. Remember, your career is the car, and if you fall asleep at the wheel, you’re bound to crash.

 

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Favouring Rewards Over Awards

 

Via: Big Screen Cartoons
Via: Big Screen Cartoons

Awards season is well and truly in swing (with the Annie Awards being the most relevant to this post) with plenty of back-slapping, schmoozing and thankfulness going on. However, a recent post by Ariel Seidman got me thinking; why is so much emphasis placed on awards? Shouldn’t rewards be the more important thing to desire?

The Idea Behind It

Here’s Ariel’s original post:

Award shows are deeply confusing to me. We reward the creators of movies, music, and now technology with a metal object. That’s not the reward. The reward is when people use the products we create. That’s it. There is no better high than seeing people enjoy the thing you created.

Codecademy founders get this. They won a Crunchie and had a customer accept the award and tell a story about how she is using Codecademy to advance her career by developing new skills. Beautiful.

I hope we all start doing this.

Why Ariel Is Right About Awards

While Ariel isn’t an animator, he’s got the right idea. As creators, it is much more desirable from a number of standpoints to see what you create being used as it was designed. Sure it’s nice to be appreciated by your peers, but at the end of the day, they will not be ones supporting you (financially or otherwise). Does it make sense to pander to them?

Imagine if you will, my film winning the Annie Award for best feature. Now I could get up there and thank a whole bunch of people, but how would that benefit my audience; my fans? It wouldn’t really, would it? Awards like that do a good job of stroking the egos of everyone involved, but they do not make better films nor do they endear audiences to the films.

The Future

What I’m getting at here is the fact that the rapid splintering of the entertainment business is rendering awards ceremonies kind of moot. That’s not to say they won’t exist, plenty of web awards are out there, but there is a huge difference between receiving an award for your hard work, and receiving praise/gratitude from fans.

I’m reminded of a post by the [awesome] comic artist Mike Maihack:

I was buried in one of those sketches (a Catwoman I believe) when I looked up to see–and I apologize if I should have known or remembered who this was but my mind had become the consistency of tapioca pudding by that day–a fairly large man standing at my table holding a Cleo book wanting to buy it. Not for himself, which I immediately found out, but for his daughter too shy (or scared) to purchase it from me herself and who was currently hiding behind this fairly large man’s frame. She was maybe five? Six? Seven years old? I’m terrible at identifying age. She was young for certain. At any rate, this man asked if I would sign the Cleo book which of course I did and he handed me a five and I handed him back the book and then he handed the book to the little person standing behind him who MADE THE LOUDEST MOST EXCITING SCREAM OF GLEE revealing herself from behind her body guard clutching at what you would think was the greatest ice cream cone in the history of ice cream cones (sorry, when my mind goes to something really great all I can think of is ice cream). With a giant grin plastered to her face, staring at the cover, she ran down the aisle with another girl who magically appeared out of nowhere or who I simply didn’t notice (most likely the former). Then the fairly large man quickly thanked me and made his way down the aisle in the direction his daughter had ran off to.

So as a creator, would you rather have a lump of metal on your bookshelf or the knowledge that your creation is proving enjoyment not only to one person, but to millions all around the world? I know which one I would rather have.

Conclusion

Awards serve a purpose, but they are in no way a way a means to an end. They are instead a dead end. They acknowledge achievements and creativity, but they do not encourage it; they don’t imbue creators with the sense that their creations are being appreciated by the people for whom they were meant for. Feedback and gratitude from fans and casual viewers alike are rewards that all creators should aspire to.

Do you agree or would you still rather have an Oscar to keep under your pillow? Let us know with a comment!

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