ANIMATION CONTEXT: Environmental Storytelling
During one of my classes for animation context, I learned about environmental storytelling, specifically in video games. One example given by our teacher was the graffiti in the levels of the game Portal. In the game, you play as a test subject testing the titular portal gun device, watched over by an AI who promises a cake afterward. On the graffiti in one of the levels, however, there is a message scrawled on the brick walls saying the cake is a lie, foreshadowing how the AI was actually planning on killing you via incineration. This a great example of foreshadowing via environment.
We were shown a video by YouTuber Game Makers Toolkit on the subject of environmental storytelling in video games and the importance of a level design setting up the mood a creator is attempting to convey through the story and worldbuilding.
Although the video is about video games, I feel there is a lot I, as an artist, can learn from this video and how to incorporate elements of compelling environmental storytelling into my animations.
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how does shanks manage to have some kind of sexual tension with every warlord in the sea whilst also having practically zero screen time. ramona-esque dilf of the east blue. luffy wants to be king of the pirates but is stuck sailing through the several deadly seas of his dad's evil exes. they see the straw hat and it activates their fight reflex. half-convinced that shanks gave it away with full knowledge of this
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"Together, we shall rule over this world."
If this gets 1000 notes I will post a step by step process with some painting tips! (. ❛ ᴗ ❛.)
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ANIMATION CONTEXT: Secrets of British Animation
In one of the latest lessons of my Animation Context class, we watched the documentary Secrets of British Animation by BBC Four. The documentary seeks to answer the question, 'what is distinctly British about British animation?'. After posing the question to several animators - one possible answer is money. When funding is scarce, this can lead to innovation - using simple tools and more imagination - this can result in a unique charm - Morph being a perfect example. A simple chap made of clay, with an expressive face and an even more expressive body that can morph into anything. Peter Lord, one of Morphs creators, purchased a second hand junk shop weighing scales, so he could weigh his original morph and replicate the weight each time he made a new one for continuity sake. Len Lye was a New Zealander living in London in the 1930's. Whilst making his stop-motion animation The Peanut Vendor, he lost his funding and was forced to continue his film with so few resources - he didn't even have a camera! So to depict a frantic dance sequence, he used paint squiggles, dots, wavy lines etc all painted straight onto the film stock itself.
Thinking outside the box has also played a role in saving money and time - such as the work of showman-turned-filmmaker Walter Booth's The Sorcerer's Scissors (1907). Here he took a photograph of a dancing woman, cut out the woman and painted over the scene in stop-motion to give the cut out of the lady a new outfit in watercolor, where it then fades back to the live-action woman wearing the outfit Booth painted. He then stop-motioned the scissors creating cut outs and moved them across the scene. This technique is echoed in Terry Gillians work and others.
One of the other things that this programme brings us is the fact that British animation really isn't wholly British at all. Many of the animators who drove the industry and its ethos were in fact from other countries. Some coming to the UK to flee persecution in their home countries.
This documentary is well worth watching as It gives an insight into what gives British animation its unique style - and the message I think it conveys is that innovation is often achieved through animators being determined to make their ideas come to life regardless of funding being difficult to source.
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