Merida’s Makeover and Character Continuity

Via: Gagging on Sexism
Via: Gagging on Sexism

You’ve undoubtedly read the stories by now. You know, the ones proclaiming Merida’s coronation as the latest entrant in the ‘Disney Princess’ brand and (on the other side), the ones decrying her redesign into one with more than an air of sexuality about it. The point of this post isn’t to belabor either side (although this blogger leans heavily towards the latter), rather its to discuss how Merida proves how unwieldy characters can become within large corporations such as Disney and why they need to keep tighter grip of the reins.

Why It’s a Problem

So why would such a change be of issue in the first place? We all know that multitudes of artists work on these characters and the very nature of merchandise (with all its differing surfaces and sizes) necessitates changes to permit an acceptable level of familiarity across the range.

Well, normally it isn’t a problem because the characters remain relatively consistent. In Merida’s case, however, the change is near radical. In fact, all the Disney Princess have undergone some sort of noticeable change from their original appearance on film.

Another reason Merida’s case stands out is that she’s undergone not so much a redesign but a transformation. Even by comparing her looks (and her measurements) one can deduce that she isn’t likely to exhibit the same character traits as her CGI original. Such a transformation runs the risk of confusing consumers.

The Confusion Caused By Merida’s Transformation

In times gone past, the change wouldn’t have been given that much thought. After all, merchandise always lagged behind the films and the medium through which the largest audience would see it (home video) was released many months afterwards, when memories had faded somewhat.

Fast forward to today, and the omnipresence and semi-permanence of the internet has meant that fact-checking and comparison can be done instantaneously. If a corporation makes an overtly obvious change to a character, you can be sure that someone somewhere can confirm the change and indeed, analyse it to astonishingly high degrees of accuracy.

Changes in character can be easy for adults to gloss over, but kids can find it hard to reconcile the apparently unnecessary alterations. Kids place a lot of value in characters and they readily identify with them; changing the character can  cause not only confusion, but also trauma. That’s not to say that Merida’s change will cause the latter, but it will not go unnoticed by kids (mainly girls) who’ve identified with a character who’s most significant trait is not fitting in with a crowd.

Even mature adults (and particularly parents and those of us in the field) are having trouble reconciling the change in any kind of rational light. Peggy Orenstein gets pretty close to the truth:

I’ve always said that it’s not about the movies. It’s about the bait-and-switch that happens in the merchandise, and the way the characters have evolved and proliferated off-screen.

This is true, and certainly part of the cause. The Disney Princess brand relies upon a broad range of characters to appeal to all types, but who still reside inside a statistically maximising percentage of the population. In other words, the characters can be different, but not too different lest they be marginalised and hence, unprofitable.

How To Fix It

Since the confusion and frustrations that are caused seem to be emanating from the changes made, wouldn’t the simplest thing be to just keep them the same as they were in the film (or concepts in the case of CGI)? We’re long, long past the time when merchandise had to look different on account of manufacturing technology and the like. Today, it’s possible to maintain a high degree of quality across the board. There really is no reason why a Merida doll has a different structure to her animated counterpart, or for that matter for a stock image of her on a T-shirt requires a redesign.

Heck, even the Disney Princesses themselves do not need such a standardised sense of design. What it amounts to is the merchandising or marketing division of the corporation attempting to stamp their impression on characters created somewhere else (by animators). It amounts to overstepping their boundaries insofar as they may adapt characters to their work, but outright changing them is unconscionable.

Merida’s Makeover and Character Continuity Read More »

Public Broadcasters and the Looming Crunch

Via: Howzey on Flickr
Via: Howzey on Flickr

The topic of today’s post will seem a bit foreign to a lot of this blog’s readers for the simple reason that the United States doesn’t have a state broadcaster in the traditional sense. Yes, PBS (and NPR) are public broadcasters, but their funding model is a complicated one. Funds come from a variety of sources including corporate and private donations, sponsorships and indirect government funding. In stark contrast, many public broadcasters around the world are subsidised by direct taxation; often in the form of a TV license.

The Crunch

What has been noted in recent times is the fact that TV licenses generally only cover televisions (with some exceptions). You and I know, however, that a lot of content is also watched on computers and mobile devices; notably exempt from TV licensing requirements. That places broadcasters in a crunch; people are not buying TVs like they used to and license revenues (and by extension, their funding) are falling as a result.

The reason this blog is discussing the entire saga is that state broadcasters, particularly in Europe, not only create, but also purchase and commission large amounts of animated content.

The Pessimistic View

Consider if TV license (or similar) revenues continued to fall. State broadcasters would trim back their spending on new content, given that they have less money with which to play with. Such a reduction would not only hurt those studios that make content explicitly for such entities, but also those studios that create content independently and sell it to public broadcasters through the open market.

Even the US would not be immune to the effect. While there is naturally a greater choice of content on this side of the pond, there remains a large contingent of content that is purchased from overseas. Kinks in this supply chain could have negative (and positive) impacts on animation broadcasting there. Likewise, many European broadcasters purchase US-made content for local broadcast and fewer resources would endanger those actions.

Undoubtedly, the notion that animation production in Europe an elsewhere could be in trouble runs contrary to how it should be. The problem is that countries such as the UK are attempting to make animation more appealing to outside sources at the very time they should be refocusing on internal sources. The UK could make itself a very cheap place to make animation, but if the majority of the sources of the production budgets run into difficulty, being cheap won’t matter; no-one will do it for free.

The Optimistic View

Some states (such as Ireland, regrettably) have considered placing a non-descriptive ‘broadcast tax’ on either every residence in the state or on device sales within their borders. The outcome of this is intended to shore up public broadcasters’ revenue sources. The problem is that this is out of place with the shift to digital platforms. Revenue levels may be maintained, but they do so at the expense of the free market.

A TV license is one thing because it burdens those who are most likely to reap the benefits of state-sponsored content. A flat tax on the general populace however, acts as an incentive to no-one and does not promote production of better content.

The role model to follow in all of this is the BBC, an institution that has undergone a remarkable transformation over the last 10 years. While still funded by a TV license, the corporation has done remarkably well to market and sell its content in markets around the world, bringing in much additional revenue.

State and public broadcaster therefore need to redouble their efforts to make content that can be sold across borders. Some do so already and the vast majority of independents cannot comprehend doing anything else; their margins are too thin. With marketable content, state broadcasters can be sure that their content and the content they commission is self-supporting and possibly even revenue-generating. By doing so, they mitigate the crunch that comes from falling TV license issues and maintain production at the current levels.

The Long-Term View

If one is to look at the situation from a long-term perspective, public broadcasters are rapidly approaching the point where they will be forced to play on a level playing field with private producers. The internet doesn’t discriminate between content sources and just because public money funded one show, doesn’t mean that anyone will actually watch it. Yes, state broadcasters are tasked with producing content that would not otherwise be profitable, but the internet will take up some of the slack as independent producers proliferate. State broadcasters may create niche or acute-interest programming, but if they get too far from the mainstream, they run the risk of being accused of wasting public money.

Thankfully, animation rarely if ever is seen as a waste of public money, and it would be real shame if that ever came to pass. That said, state broadcasters must consider the changes we are currently seeing. Animation studios and those who run them would be wise to consider them as well, and plan accordingly.

Public Broadcasters and the Looming Crunch Read More »

Teenagerobotlove: Serving the MLaaTR Fans

MLaaTR_Approved_Press_Art_by_Frederator_Studios

While many current and upcoming shows have devoted fans, just because a show has ended does not mean the end for the fan community. Far from it. Fans have been instrumental in keeping shows such as Star Trek alive for decades after the show wrapped up and it far from alone in that respect.

Fans currently have a remarkable set of tools at their disposal to help keep memories and interests alive. In years gone past, there were fanzines, clubs and conventions. Today many of these tools continue to connect fans and have been joined by new tools, such as message boards, blogs and social networks like Facebook.

 Teenagerobotlove-1

Maintaining the interest is imperative if fan communities are to continue to exist, and that relies upon continued upkeep of any sites and also moving beyond just the show itself; hence the reason many message boards have off-topic threads or ones in areas of similar interest to members.

Today we’re focusing on one fan blog for My Life as a Teenage Robot. Long ago, there was a traditional, official blog that was created and run during the series’ production. (If memory serves, it was one of, if not the first ever production blogs for an animated show). While it continued to run after the show ended, it has been dormant for a number of years.

 Teenagerobotlove-2

The rise of Tumblr as a fan-friendly platform has not gone unnoticed thanks to its emphasis on particular post types and easy sharing amongst the site’s many members. The proliferation of fan creations on Tumblr have been nailed down to the ease with which people can create, post and share content in addition to the ease with which Tumblelogs can be maintained. Combined with a submission feature, it becomes easy to see why so many fans and fandoms use Tumblr as a tool to serve their interests. (In a coincidental twist, Tumblr emerged from the same office as Frederator; the creative studio responsible for My Life as a Teenage Robot.)

Teenagerobotlove-2

Hence blogs like Teenagerobotlove that serve to perpetuate fans love for the show as well as providing a focal point for things like fanart. I’m glad that such blogs exist and that people are willing to create and maintain them. They provide enjoyment for those of us who simply do not have the time to undertake one themselves and serve as a reminder that fans still exist for the show.

Teenagerobotlove-4

Teenagerobotlove: Serving the MLaaTR Fans Read More »

Week Links 17-2013

Fewer week links than normal today; it’s been a busy week.

Elliot Cowan on Film Making

The New York-based animator continues production on his feature film and comments on the process thus:

Making a film is like deciding to adopt an orphan from some war torn, strife ridden corner of the world. At first it seems like a great idea. There’s a lot of energy and excitement of what’s to come. Then after a while it starts waking you up screaming in the night, and freaking out in company.
Shitting all over your regular plans and costing you more than you expected.
Eventually you want to avoid it but you can’t, because if you do it’ll wither away and die and by now you feel some responsibility for it.
And people keep asking “How’s the film? Is it doing well?”.
So you stick with it, through the exhaustion and late nights and drama.
One day it grows up and it heads out on it’s own and you’ve either grown to love it or you never want to see it again.

Hopefully Elliot loves it, as will everyone else 🙂

Warner Brothers sued for unauthorized use of Nyan Cat and Keyboard Cat

Ars Technica (amongst others) reports on the lawsuit being brought by the creators of Nyan Cat and Keyboard Cat against major Hollywood studio Warner Bros. The issue concerns the use of said cats in a video game published by them and created by 5th Cell.

It’s still at an early stage and some aspects of the complaint are slightly dubious but expect Warners to settle this one fairly quickly. The central issue of copyright infringement should serve as a reminder that the onus is on creators to defend their work.

‘Rise of the Guardians’ Rebounds for DreamWorks Animation

I’m putting this down as yet another reason to not believe most of what you read from mainstream sources. As it turns out. Rise of the Guardians has done better on home media than expected and raising profits at the independent studio.

Tweets of the Week

[blackbirdpie url=”https://twitter.com/BoxnRoundhead/status/329653507122679808″]

[blackbirdpie url=”https://twitter.com/LouiedelCarmen/status/329866181542543360″]

[blackbirdpie url=”https://twitter.com/jasontammemagi/status/330037949733416960″]

Lastly, Disney Princesses as Sailor Senshi

Via: Buzzfeed
Via: Buzzfeed

Buzzfeed has the entire collection of this fan-made mashup that’s oddly appropriate. Hat tip to Sarah Marino for the link 🙂

Via: Buzzfeed
Via: Buzzfeed

Week Links 17-2013 Read More »

The Enemy of Animation: Ignorance

To be fair, you could say that ignorance is the enemy of just about anything, but consider for a second how it affects animation as a whole.

The Issues

As I’ve gotten older, I’ve realised that there’s simply too much information in the world for one person to know it all (that didn’t stop me from trying when I was younger though). It’s impossible to know too much, but it’s completely possible to know too little.

You may not need to know how to correctly design a curve in the road to enjoy life, but would your enjoyment of a film be enhanced if you knew more about how it was made? The answer points to yes thanks to the mandatory making-of videos that are available for just about every piece of entertainment out there.

That said, how many people amongst the general public know how an animated film is made? Not many; heck there are people in the industry who don’t even know how it’s made. One smiles at the story of the newly arrived executive at Disney who asked to see the “retakes” of a particular scene.

Thankfully Jeffrey Katzenberg did his homework and the industry is all the better for it, but how many other people don’t know even the basic facts behind creating animation?

I would go so far as to say that the problem is endemic and seriously undermines artists’ ability to function as well as supressing the quality of the industry’s output.

The Results

What ignorance results in has been on view ever since animation became a commercial enterprise. Plowing through the creative and technological obstacles without disregard has resulted in more than enough poor quality content being produced over the last 80 years. Plenty of Disney’s early competitors made that mistake and you’re well aware of how popular they are nowadays.

Today, ignorance manifests itself in many forms. Much more than the poor quality of content that’s out there is the disregard for the efforts that goes into it. I’m sure you’ve all seen something like this:

Via: Alikigreeky
Via: Alikigreeky

We can blame CGI for the expansion of such notions in recent years, but they are proliferating at a speedy rate. Pressures at the lower end of the budget scale are putting artists into increasingly tight positions in regards to their work and their ability to carve out a successful and fulfilling career.

Do costs have something to do with it? Sure they do, but on a deeper level is an ignorance of how animation production relates to unit costs and output levels. A client who expects a 1 minute animated commercial to be made in a week is clearly ignorant. What sucks is that they will attempt to find someone to meet his deadline rather than educating themselves on how much time it actually takes to make it and adjusting their schedule accordingly.

TV shows and features are no different save for being overseen by people acutely familiar with animation.

The Solution

Solving the ignorance problem is easier said than done. Animation is far from a solely entertaining technique but the vast majority of animation is designed for entertainment purposes. Education is clearly the key to solving the problem but raises issues of its own.

Whom do you educate? Besides those within the industry and devoted fans familiar with how it works, it’s a complicated task to nail down who needs to know more about animation.

Let’s start with those within the wider entertainment industry itself. God knows I felt for both Michael Sporn and Amid Amidi when they appeared on a Fox News segment and were asked questions that any 5 years old with access to Google could tell you. That episode simply illustrated in a perfectly clear manner how little most people know about animation. The questions posed served to ‘educate’ viewers on animation but ideally should be common knowledge already.

Educating those within the wider entertainment industry should be a priority followed by those within the industries reliant on animation in some way shape or form. Advertising ought to be the big one; too many executives know next to nothing about a creative technique that makes their bread and butter. They should be followed by the general public. Documentaries on animation are not lacking, but focus much more on the creativity rather than the large mass of skill behind it.

In a way, I’m reminded of the Reluctant Dragon; entertaining sure, but it also served to educate the wider public about the many stages that are involved with making an animated film.

The Payoff

Lastly, what is there to be gained from all this time and effort?

For one, we’d see a larger uptake of careers as parents, no longer able to claim ignorance, see careers in animation in a much more favourable light. Producers would better understand what goes into making animation and executives (TV, film, ad or otherwise) would be better able to plan out their schedules and budgets with artists getting a fairer deal into the bargain. Lastly, the public at large would better appreciate animation on a level comparable to the way it discusses and analyses a live-action performance; c’mon, everyone has an opinion on the acting in the latest blockbuster, but they could barely discuss the movements in the latest Pixar hit.

How would you tackle the widespread ignorance of animation? Would you take a more convention approach or prefer something innovative?

The Enemy of Animation: Ignorance Read More »

AwesomenessTV Proves Its A Winner

AwesomenessTV

About a year ago, I pondered which animation-based YouTube channel would succeed. Still later I looked at whether or not AwesomenessTV was the prototype for YouTube channels. I wrote at the time that:

If AwesomenessTV can create a viable funding model and retain an audience, we might have a winner on our hands.

As it turns out, I was right! The company has just been snapped up by DreamWorks Animation for at least $33 million.

The deal is an important one for a number of reasons but the chief one to take away is that this is a serious investment in terms of both audience and talent on the part of DreamWorks.

On the talent side, AwesomenessTV has a subscriber base of 14 million 500,000 up from a comparatively paltry 11,000 in just 9 months. That’s truly explosive growth and it’s natural that DWA will want to have a front row seat in that. Secondly, acquiring the team behind the channel will ensure that its growth is imbued with the same hands that have guided it so far. A wise decision on the part of DreamWorks.

The audience side is where the real investment is though. With 14 million consumers and a direct line to them, DreamWorks stands to exponentially increase its exposure. The hidden fact is that you can expect a lot of data to flow up from those subscribers which leads us nicely to the truly intriguing (and overlooked) aspect to the deal.

Teenagers!

Yes, teenagers! AwesomenessTV is aimed directly at them and I will eat my hat if the vast majority of their subscriber base aren’t in their awkward years or damned close to them. You know which other animation studios actively court teenagers? None! Disney tends to ignore teens in favour of the more moldable tweens, Nickelodeon doesn’t put a profound effort into anybody above the age of 12, Cartoon Network is just about the only network that has a presence in the teen market thanks to [Adult Swim], but they have no theatrical film division. Oother large-scale animation studios like Sony, Blue Sky, etc. play similar games; they all cater to younger audiences only.

Is Jeffrey Katzenberg subtly attempting a coup d’état of sorts of the teen market with animation? It’s certainly possible. AwesomenessTV has a history of animated content and animation is what DWA is good at, so it would seem reasonable to see the former leverage the high quality content of the latter and for both to grow their audiences as a result.

Going even further, you could parlay those teenage animation fans into adult animation fans. That’s not a far stretch especially given that the animation age ghetto currently occupies the very age group that AwesomenessTV caters to.

How will it pan out? It’s hard to say, but I was right before so can only hope that I’m right again 🙂

Your thoughts?

AwesomenessTV Proves Its A Winner Read More »

Help Shape The Future of Animation Paper

The Future of Animation_1

Next in the series of papers I’m writing concerns the future of animation. It’s a topic that’s wide open at its extreme, but can still be boiled down into a few precise concepts based on developments in other areas of the media landscape. If you don’t mind, I’m going to pick your brain with a few notions about where the paper might dive into.

The Two Sides of Animation

Animation can be divided on the simplest level into two areas: production and consumption. The paper will look at both sides and the various forces that will affect animation as it inhabits them. Essentially, they are both sides of the same coin, but they will not experience the same changes. What will cause shifts in one, will case opposite shifts in the other. Here’s the outline as it is currently.

Animation Production

  • Smaller studios putting content out on a more frequent basis
  • Greater emphasis on speed, new episodes every two weeks at most
  • Overseas operations will become more important
  • Greater input from the audience
  • streamlined studio operations

The following questions are posed:

  • Competition will increase but how can studios ensure they remain at the top for sustained periods?
  • In the Golden Age, studios put out one short every two weeks, what kind of cost pressures can studios (and animators) expect to face?
  • Speed will become paramount and production is likely to shift overseas in at least some capacity. What exactly will that capacity be?
  • How can a studio codify audience input? Even more important, how can they measure, interact and learn from it?
  • Larger studios will undoubtedly downsize even further, what positions can expect to get the axe?

Animation Consumption

  • Short form content; <10 minutes with the half-hour show obsolete
  • Animation everywhere; no distinction between online and airwaves
  • Features remain but on much tighter budgets
  • Emphasis on timelessness
  • Platform “exclusive” content
  • The social dimension

These pose the following questions:

  • Just what will the internet’s preferred content length be?
  • Will small outfits on YouTube be able to compete with cable networks?
  • How will features adapt to a rapidly different revenue market?
  • CGI dates notoriously quickly, how will the style of animated content change to imply a timeless quality?
  • Should animated content aim for platform “exclusivity”?
  • Will social viewing help or hinder new animated content?

Please feel free to answer any of the above questions or even pose your own. Animation is changing and it’s only right to plan ahead.

Help Shape The Future of Animation Paper Read More »

Pop-up Fandom ‘Creates’ New Anime

Via: Geekosystem
Via: Geekosystem

Fans are known for being a bit, well, fanatical about their chosen shows but what happens when the show in question doesn’t even exist? Well, they make it up as they go along instead! A short commercial released by Kyoto Animation managed to inadvertently spark some reactions among tumblr members that could only be considered explosive:

The fandom that popped-up in a matter of hours consequently went to town fleshing out the characters and the story. As the Daily Dot reports:

 In the 2 days since the 30-second spot landed on YouTube, Tumblr has been in a frenzy of yearning for what it has dubbed “the swimming anime.”  Tumblr fans have given the nameless boys in the videos character identities and backstories, they’ve picked favorite relationship pairings, drawn fanart, made GIFs, created character roleplaying blogs, confessionals, and Texts from Last Night parodies. They’ve written fanfic.

Want more swimming anime? Here’s a Tumblr theme. Want your swimmers genderswapped? Got that too. There’s also swimming anime cosplay in the works. This parody of the “swimming anime” has over 11,000 notes, while this PowerPoint slide deck on how to ship characters of a nonexistent anime has over 22,000 and counting.

What has prevented the entire saga from being swept under the carpet has been the decision by the studio to announce an official series based on the short to be called Free.

Is This Good Or Bad?

Ultimately, there is nothing necessarily good or bad about something like this. Sure Tumblr has a reputation for juvenile stunts such as this, but its harmless for the most part and at least spurs some creativity on the part of the users rather than keeping them in the passive state.

The notion of pop-up fandoms is nothing new since the internet has attained widespread usage. PBS’ (quite excellent and highly recommended) Off Book took a look at whether fandom can change society and concluded that it could; citing numerous (including one infamous) cases where fandoms appeared out of thin air after major events and noted that they can create both good and bad results.

The case of swimming anime is fairly benign although one has to wonder why people would even devote such effort to something that doesn’t even exist?

Short Term Effects and Pitfalls

Swimming anime/Free highlights a number of issues with its rapid rise to public consciousness. Firstly is the fact that it became so widespread so quickly; 48 hours after its release and the internet had proliferated with creativity. Secondly is the fact that such a rapid rise could harm it in the long term.

Starting with its rise, social media, YouTube, frictionless sharing and so forth all contributed to getting the show as much coverage as possible. Long gone are the days when you maybe had to search out something on the internet after the fact. Tumblr’s dashboard means that you are likely to see the same thing pop up over a prolonged period of time as people you follow gradually reblog it. (The service also encourages, and has, a high percentage of daily users.)

The second issue is much more troubling. A rapid rise is great, sure, but we all know that animation is not a race. Shows take time to develop, create and distribute. Six months for a decent half hour is the norm so even if the show was begun today, we wouldn’t see any completed episodes until the leaves have fallen from the trees (see below). That in and of itself is not what’s problematic though, that lies with the very fans that made it a success in the first place.

You see, as rapidly as fans attached themselves to this show they will also attach themselves to the next one that comes along. The initial explosion of interest will naturally fade as those on the periphery fall away, but even the core will shrink until new content is available when it will increase again. The issue, and question, is how big will it expand again?

Shows with large following such as The Legend of Korra have relatively stable fandoms but still see rises and falls in their activity between seasons. Those shows though, have devoted followings that have built up over time. Swimming anime/Free is starting from scratch, and the possibility that fans who came for the fun of creating something won’t stick around forever (see below) and may never return once they leave. That’s a major pitfall and is something that studios need to anticipate and mitigate.

Shifting Development Efforts to the Fandom?

Another question this raises is whether or not studios will consider the benefits of essentially having fans develop the show for them. The benefits would certainly be there:

  • vastly reduced costs to the studio
  • content that is proven to resonate with fans
  • may be much faster than undertaking it in-house given larger numbers contributing
  • Promotes greater interaction and communication between the studio and fans

The disadvantages though, are equally obvious:

  • Copyright issues and the legal thicket large-scale creativity can create
  • Compensation-related issues (who did what) and how much they should receive
  • Rebellion of fanbase to studio-issued ideas, even if they are best
  • Loss of structure that in-house development provides

While many studios would love to shift the costs of development away from themselves, the reality is that the current business model prohibits it due to the many legal constraints surrounding creativity and artistic creations. Identifying and compensating every creator would be a nightmare and once you factor the cross-border nature of the internet, you’re in for an impossible task.

That means that as much as the fandom would like to see their ideas incorporated into Free, the reality will preclude it.

A Model To Follow?

While its certainly likely that Kyoto Animation considered the possibility that viewers would overreact, it’s interesting to note that they made an official announcement quite soon after the initial release. Five characters now have names and traits that have been disseminated throughout the fandom and the official launch date is in July; an indication that the studio has had this in the works for a while and completely negating the notion that fan efforts caused an official pickup. Given such circumstances this model isn’t really one to be followed.

Current internet rumblings consider Little Witch Academia as a prime target for similar moves given that it is already a fully-fledged 23 minute short with fully developed characters.

As desirable as it is to see that short receive a more substantial treatment, Kyoto Animation clearly sees a profitable opportunity in what it has, whether Trigger sees the same in their property is something that only the studio can decide. Simple outpouring from fans is not match for the numbers that studios will run, and you can be sure they all do, not matter what fans think of their efforts.

Pop-up Fandom ‘Creates’ New Anime Read More »

Week Links 16-2013

More week links!

Make Art, Not Law

Nina Paley has posted an interview she did recently where she discusses how she came to be a free culture advocate and why the concept plays an important role in our lives. She also touches on how some of the issues she faced while making her feature film Sita Sings the Blues forced her to make tough decisions.

Animation Sketchbooks

Via: Parka Blogs
Via: Parka Blogs

Parka Blogs has a review of an intriguing book that offers an insight into something that isn’t normally on display for all to see; namely animator’s sketchbooks. The list of contributors is long and features many noted artists and at 320 pages is quite a substantial tome.

 

Fran Krause's page via Parka Blogs
Fran Krause’s page via Parka Blogs

Why For does Disney think that “No Nudes is Good News”

Jim Hill delves into the delightful history behind the practice of slipping cels into animated films that would, well, not be considered appropriate. A must-read.

Tweets of the Week!

[blackbirdpie url=”https://twitter.com/fredseibert/status/325627451575246849″]

[blackbirdpie url=”https://twitter.com/aalong64/status/326082947696427009″]

[blackbirdpie url=”https://twitter.com/jwtierney/status/327182347474722816″]

 

Week Links 16-2013 Read More »

25 Animation Questions That Need Answering

The Animation Anomaly is a forward-thinking blog if anything, but of all the animation questions that it attempts to answer, there are plenty more that will never be discussed. Here’s a sampling. Feel free to add your own in the comments!

Could Futurama even be allowed to continue as a web series?

Are features only the pinnacle of animated entertainment because of how long they take to make?

Why isn’t their more collaborations between animators and musicians? I mean, Skrillex in Wreck-It-Ralph is a prototype, but why doesn’t every show and short film have a proper soundtrack as a co-pro?

How long ago would Walt have canned his 2-D animators?

Could you make a realistic model for finding potential animated content simply by prospecting at comic conventions?

Will Monsters University stumble in foreign markets where they don’t know what a Greek society is?

It’s interesting how few animated films need a remake isn’t it?

Further exploration on the idea of apprenticeships in animation as opposed to contemporary academic models of education

How many references and in-jokes can you squeeze into an 9 minute short?

Could you theoretically create an animated feature film from animated GIF?

Will I see you at CTN-X in November?

What will come after Adobe Flash finally bites the dust?

Will animated series’ (especially pre-school) require a mobile app before they’re even considered for pickup?

Relatedly, how will studios make dough across borders once licensing fees are obliterated from the media landscape? Will MICPOM even continue to exist?

How long until cinemas are the final destination for new animated films?

What’s the mathematical model for measuring fan excitement?

The next great animation studio doesn’t even exist yet. Why not?

Will independents find ways of competing without requiring subsidies?

With the return of shorts, will Avery-esque comedic slapstick be ripe for a comeback?

On-demand animation merchandise: where’s the comprehensive OEM we need?

Just how will Pixar handle their inevitable fall from grace?

Why won’t there be a ‘next’ Walt Disney?

What will happen to animation funded by state broadcasters in the future?

When will we see a successful animation series originate in Africa?

Is animation on FOX doomed?

 

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Will Web Series’ Never Die; Just Fade Away Instead?

animated web series

It’s fascinating to think that just 7 short years ago, YouTube barely existed. If you wanted online video, you either had to download it over [snicker] dial-up or your new-fangled DSL line. Nowadays, online video is ubiquitous in the US and is rapidly growing elsewhere as site like YouTube, the BBC iPlayer, Netflix and Hulu continually push the notion that content is always on-demand and always available. The scenario is, non-web original content plays by a different set of rules to original web content. The former is cancelled after poor ratings, but what about original web series? Do they linger forever until someone forgets to pay the hosting bill, or are they left to fade away into the internet’s ether?

The Difference With The Old Way

In times gone past, shows were cancelled if they failed to garner enough viewers. It was a simple situation and once vanished from the airwaves, they were left to gather dust in studio archives or until cable arrived and reruns were born. The fact that shows simply vanished from the airwaves was important; it didn’t matter if it was your absolute favourite or the worst thing in the world. Once it was cancelled (or ended), it was generally gone for good.

Those were simple times though. Today, the internet and its vast array of choices (and data-generating systems) means that viewing numbers alone cannot indicate whether a web series gets canned or not and when it does, their futures are not as clear cut either.

The New Way

So with the likes of YouTube being the dominant player in the arena, what kind of rules/procedures will be in place for web series that don’t hit the mark? Animation as we all know and love, is a time-consuming process and even shorts like Frederator’s Cartoon Hangover take many months to develop. The inherent risk is that no matter the performance of the series, it will be made and uploaded regardless.

What happens then though? If a web series ‘gets the axe’ so to speak, will it remain on YouTube? Will it be pulled entirely? The former is much more likely as anyone whose stumbled across a long-dead channel will tell you. With that in mind, is it fair to say that web series’ will never really die, they’ll just be allowed to sort of fade away into the background?

No-one has a set policy in this area and plenty of great content has already disappeared from the internet already thanks to the basis of hosting and its associated costs. The aforementioned Geocities is reminiscent of contemporary sites like Blogger, WordPress.com and Tumblr; superb, ‘permanent’ services while active, but unable continue perpetually.

Another Plausible Web Series Possibility

What if an ancient web series is rediscovered and become a hit; what happens then? Will the original creators be around to benefit from it? It might be years, even decades later and if the show wasn’t produced with the correct credits, it might be impossible for the proper owners to take credit for their work. Orphan works are already a problem with physical media covered by copyright; what will the online version be like? All indications point to a potential creative time bomb.

Given that the web can act as a sort of virtual time capsule (the original Space Jam website from 1996 is still online), web series should probably be created in such a way as to anticipate rediscovery many years later and should follow the following criteria:

  • Have a designated ‘maintainer’ who can react to changes in the series’ state/popularity
  • Be readily accessible to the public i.e. no paywalls, etc.
  • Have proper credits that are noted in physical media as opposed to on a computer somewhere (remember, Yahoo, Google and others still delete your email accounts with them if you don’t access them)

With these steps in mind, even a web series that bites the bullet can benefit from a belated boost in popularity.

How do you perceive web series surviving after they end? How would you prepare for such a scenario? Share your thoughts with a comment below!

Will Web Series’ Never Die; Just Fade Away Instead? Read More »