The Heart of Production Management – The Shooting Plan

Today, I will elaborate a little on what’s at the core of production management: The shooting plan.

Disclaimer: Since my main source for this post is a book written in German, the following information will also be in German. The source can be found below.


Warum mache ich einen Drehplan?

Ein Drehplan ist die Niederschrift aller Faktoren, die während den Dreharbeiten ihren Einfluss entfalten werden – Besetzung, Motive, Crew, Auflösung der Regie, etc. Laut Jesper Petzke, Autor des Buches Drehplanung, ist er ein Dokument, das für fast alle Departments einer Filmproduktion relevant ist. Auf ihm basierend werden einige Entscheidungen wie zum Beispiel das Budget getroffen.

Deshalb ist es von Vorteil, schon so früh wie möglich an einem Drehplan zu arbeiten. Auch wenn dieser noch nicht alle Fragen beantworten kann und sich beinahe täglich ändern wird, ist er eine der wichtigsten Aufgaben von Regieassistenz und Aufnahmeleitung.


Was beinhaltet ein Drehplan?

Ein Drehplan besteht klassischerweise aus sogenannten Stäbchen. Diese sind mit diversen Informationen beschriftet und farblich gekennzeichnet. Hinter der Methode der Stäbchen steht eine Reihe an Erfahrungswerten und die Arbeit ist größtenteils weltweit vereinheitlicht. Was auf den Stäbchen oben ist und wie sie angeordnet werden wäre eine eigene Bachelorarbeit in sich, weshalb ich heute nicht genauer darauf eingehen werde.

Was jedoch noch wichtig ist, ist das weitere Verfahren. Nachdem diese Stäbchen erstellt wurden, müssen sie nämlich in die gewünschte Reihenfolge gebracht werden. Wie man das macht ist unterschiedlich je nachdem ob man analog oder digital arbeitet. Beide Arten haben ihre Vor- und Nachteile. Was aber jedenfalls daraus resultiert ist ein Drehplan, der die Stäbchen in der richtigen Reihenfolge beinhaltet.

Zu guter Letzt muss ein Drehplan auch spezielle Einflüsse wie zum Beispiel das Wetter beinhalten. Nachdem vor allem diese Aspekte im Dokumentarbereich spannend sind, werde ich mich diesen im nächsten Post genauer widmen.


Wie erstelle ich einen Drehplan?

Die Drehplanerstellung zieht sich laut Petzke sehr lange durch diverse Produktionsschritte. Der Startschuss dafür ist allerdings in der Finanzierungsphase. Hier entsteht ein sogenannter Kalkulationsdrehplan. Dieser unterstützt die darauffolgenden Überlegungen zum Budget.

[…] man kann sich das bildlich vorstellen wie einen Kuchenteig, der zum ersten Mal ausgerollt wird und von dem niemand weiß, für wie viele Kekse er ausreicht.

Jesper Petzke

Dieser Kalkulationsdrehplan ist allerdings nicht die Version, mit der Regieassistenz und Aufnahmeleitung dann weiterarbeiten. Laut Petzke beginnen die meisten Teams bei der Erstellung des tatsächlichen Drehplans wieder bei null. Er beschreibt diese neue Erstellung in mehreren Schritten:

  1. Chronologie
    Die Chronologie beschreibt den Prozess, die Stäbchen, aus denen die Planung besteht, in die Reihenfolge laut Drehbuch zu bringen. Das hilft allen am Set, während stressigen Zeiten den Überblick über den Drehbuchablauf zu behalten und wichtige Informationen hinaus zu lesen.
  2. Motive
    Der zweite Schritt ist eine Clusterung aller Stäbchen in einzelne Motive. Diese werden anschließend auf die Drehorte verteilt, an denen sie abgedreht werden. So erlangt man schon eine grobe Struktur für die darauf folgende, genauere Drehplanung.
  3. Pensenbildung
    In Schritt drei werden die Motive in sogenannte Pensen eingeteilt (Pensen ist die Mehrzahl von Pensum, hab ich auch nicht gewusst). Hier gibt es wieder mehrere Faktoren, die die Pensenbildung beeinflussen, jedoch den heutigen Rahmen sprengen würden. Kurz: Man versucht, die Motive in Tagespensen zu unterteilen. Kommt man dann drauf, dass die Gesamtanzahl der Pensen (also der Tage) nicht dem geplanten Produktionsaufwand entsprechen, muss gekürzt oder mit anderen Departments verhandelt werden.
  4. Kalender
    Nachdem die Pensen feststehen, erstellt man den tatsächlichen Drehkalender. Dieser muss den rechtlichen Anforderungen entsprechen und orientiert sich klassischerweise an einer Mo-Fr Woche mit dem darauffolgenden Wochenende. In der ersten Drehwoche ist es wichtig, einen Tag für den Aufbau bzw. eventuelle Anpassungen einzuplanen. Bei einem Ortswechsel werden ebenfalls ein oder mehrere Tage zum Auf- und Abbau eingeplant. Spezielle Drehtage, die zum Beispiel an einem Wochenende sein müssen, verlangen eine anschließende Anpassung der restlichen Drehtage. Der Kalender muss auch Informationen zu Sonnenauf- und Untergang beinhalten.
  5. Verteilung der Pensen
    In diesem Schritt werden die Pensen in den fertigen Drehkalender eingefügt. Dieser Schritt nimmt oft die meiste Zeit der Drehplanerstellung in Anspruch, da man jetzt erst merkt, wie gut die Arbeitsschritte davor ausgeführt wurden. Die Verteilung der Pensen endet mit dem finalen Drehplan. In seinem Buch schreibt Jesper Petzke abschließend über diesen Schritt: “Es gibt dabei nicht die eine Lösung, sondern immer nur Näherungswerte – das Limit ist der eigene Anspruch.”
  6. Optionen einbauen
    Im vorletzten Schritt geht es darum, alle Eventualitäten in alternativen Drehplänen abzubilden. Das erfordert lösungsorientiertes Denken und präzise Planung der Alternativen. Wenn man an einem Kalkulationsdrehplan arbeitet, ist die Arbeit an dieser Stelle beendet.
  7. Überprüfung und Aktualisierung
    Mit allen Abteilungen wird hier der Drehplan entweder besprochen, oder es werden Feedbacks gesammelt. Ein guter Drehplan wandelt sich ständig und passt sich kontinuierlich an neue Anforderungen an. Deshalb ist die Arbeit am Drehplan auch erst mit dem letzten Drehtag beendet.

As we see, working on a shooting schedule not only requires precision, but also dedication and time. Of course, the work on this part of the production needs to be scaled according to the size of the project. I am looking forward to learning more about shooting plans in documentary filmmaking in my next post.

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Sources

Petzke, Jesper: Drehplanung. Konstanz: UVK Verlag 2015

CLIENT-SIDE AI

I decided to try and install a Stable Diffusion client on my personal machine. This seemed like an essential step in enabling me to conduct meaningful experiments concerning workflows in media design. I am currently working as a freelance motion designer and wish to utilise AI in a way that can benefit my workflow without affecting my creative integrity.

Installing

Following https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Installation-on-Apple-Silicon#downloading-stable-diffusion-models, I installed Stable Diffusion on through Homebrew, a package management software for macOS and Linux that is installed using MacOS’ Terminal. I already had Homebrew installed from an older experiment so I was able to skip this step. Next, I used Homebrew to install Python 3.10 with

brew install cmake protobuf rust python@3.10 git wget

Afterwards, I needed to clone Stable Diffusion’s Web UI repository with

git clone https://github.com/AUTOMATIC1111/stable-diffusion-webui

The next step was to download a model for Stable Diffusion. In this context, a model describes the training data the Stable Diffusion AI will use to generate its images. Running Stable Diffusion online grants the user access to Stable Diffusion’s own model, a gigantic data set that would be far too large to download on a personal machine. I decided to go for an analogue photography inspired model called ‘Analog Diffusion’ I downloaded from https://huggingface.co/models?pipeline_tag=text-to-image&sort=downloads. I placed the .ckpt file in /Users/user/stable-diffusion-webui/models and then ran 

cd stable-diffusion-webui

followed by

./webui.sh

to run Stable Diffusion’s Web UI. This created a virtual Python environment while downloading and installing any missing dependancies. To relaunch the web UI process later, I will need to run 

cd stable-diffusion-webui

followed by

./webui.sh

To update the web UI I would need to run

git pull

before running

./webui.sh

The terminal had now successfully launched the web UI on my local URL  http://127.0.0.1:7860. I was all set to start generating my own AI art.

Text-to-image usage

Feel free to judge the quality of my first prompts yourself. Stable Diffusion has many parameters that I still needed to understand to get the best results possible. For this first result, I provided the prompts “pin up girl, pool party, vintage, 50s style, illustrated, magazine, advertisement” as I hope to use it for a client of mine who has requested collages in the style of 50s pinup illustrations and vintage advertisements.

Apart from the generation prompts, Stable Diffusion also allows for negative prompts, it seems to be common practice to provide the AI with negative prompts specifically worded to exclude bad anatomy such as “bad anatomy, deformed, extra limbs”. Combining this with a lowered resolution to cut down on processing time, I was able to create these, much more promising results.

Ultimately and unfortunately, none of my attempts seemed to produce usable results. A different approach was in order.

Image-to-image usage

Stable diffusion also includes the option to include images the model should base its renderings on. This seems like additional work, however, I’ve found this method more promising as opposed to relying on text prompts alone. Given that the models local stable diffusion needs are much more limited in their application, the text prompts need to be all the more specific and complex. 

I attempted to have the AI create a rendering of a heart made of roses, wrapped in barbed wire, a motive requested by a client to be used as cover artwork. After my text-to-image attempts created dissatisfying results, I decided to crudely sketch the motive myself and feed it into the AI alongside the text prompts, resulting in usable generations after very few iterations.

After some adjustment inside of Adobe Photoshop, I was able to get a satisfactory result for the artwork. This middle ground of additional human input seems to aid the AI in its shortcomings, providing an interestingly effective method of using it.

Influence of social media short video marketing

Short video originated from a Vine application released by the USA in 2009. Users can use the software to create videos within 10 seconds and share them on social platforms. Since then, short video has entered people’s life.

Short video is a ‘new’ type of video that can be shared, forwarded and viewed on social media platforms within 3 minutes, mainly using just a smartphone for shooting and editing.

The reason why short video is widely concerned by scholars is mainly because of its great value to the marketing. The role of short video is to enhance brand awareness and foster customer brand loyalty by generating brand associations. Compared to traditional video, short video is more interactive, so if you can effectively take advantage of short video marketing, it will promote the brand.

Interesting content
the essence of short video marketing is content marketing. The interestingness of marketing content can arouse consumers’ willingness to spread and share more than other characteristics, and the interestingness of content promotes consumers to have a positive image of the brand, and thus to have a positive attitude towards the brand.
The key to a good effect of content marketing is that the information it conveys must be useful and interesting. If neither of them is satisfied, the expected marketing effect will be difficult to achieve

Scene-based experience
short video marketing often builds real-life consumption scenarios for consumers in advance, which helps consumers estimate brand value and consumer experience. It can provide more accurate information, and it’s easier to be accepted and understood by people.

User participation interaction
In the new media era, active questioners, responders and communicators will replace passive listeners, consumers and target users in the traditional media era. People are no linger satisfied with passive acceptance of information, but are more willing to participate in the production of information.

If users often communicate actively with brands, users will easily form a strong relationship, and they will be more likely to believe in the information sent by each other

5 variables:

Interesting Content
it refers to the novelty, entertainment, fun and uniqueness of the content, which can stimulate consumers to generate strong interest and curiosity
Scenario-Based Experience
Using short videos to create different consumer and life scenarios for consumers, organically integrate the environment of consumers, products, services and brands to help consumers estimate brand value and consumer experience in specific consumption scenarios.  
User Participation Interaction
The degree to which users participate in the production of short video content, establish interpersonal relationships among different users, communicate and exchange brand related information, and obtain emotional support and trust. This includes the interactive behavior of searching for information, obtaining information and publishing information.
Brand Perception
It refers to the habitual tendency of consumers to react to a brand in a way of liking or not, which is acquired through learning and strengthening. It consists of three dimensions: cognition, emotion and behavior.
Consumer Brand Attitude
The overall impression of the brand in the minds of consumers, the consumer’s perception and perception of a brand on the short video platform of social media is the consumer’s overall perception of all aspects of the information elements of the brand.

Source: Copyright © 2019, the Authors. Published by Atlantis Press. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Composition of Vertical Video

To create a story, it’s important to know which shots are more likely to be used in vertical video and captivate the audience.

When shooting vertical videos and portrait photos, it’s important to know which shots work best and can captivate the audience. The taller orientation of the format is perfect for displaying narrow and tall subjects, such as towers or people, without distractions on the sides. The vertical perspective is more intimate and suitable for subjects that benefit from this orientation, such as animals, people, food, and plants. To improve the composition of these videos, applying existing rules such as the rule of thirds, which suggests placing the subject’s eye near the top intersection point, can grab the viewer’s attention. Nature elements such as trees and plants are also excellent choices for vertical-oriented compositions as they emphasize vertical lines. Strong horizons should be placed above or below the middle of the frame to make the shot more interesting. It should be avoided to crop a horizontal shot to fit the vertical format to prevent loss of quality and sharpness. Instead, shooting should be done in full-frame vertical, it forces the composer to think and compose the tall-screen framing natively, removing the need for post-processing.

There are several types of shots that work well for vertical video, including close-ups, vertical panning, symmetrical compositions, one-point perspective, and top-down shots. Close-up shots are ideal for this format, as they help the subject fill the frame and create a more intimate viewing experience. Panning up and down can be an effective way to create movement and draw the viewer’s attention to different elements of the scene. Vertical video can also be used to create strong symmetrical compositions, such as reflections in water or buildings with straight lines, while one-point perspective shots can create a strong sense of depth and draw the viewer’s eye towards a specific point. Top-down shots can be effective, especially when filming food or objects arranged on a flat surface. Overall, the best shots for vertical video are visually compelling and engaging and take advantage of the unique aspects of the vertical format.

Bibliography

Sébire, Adam. (2020, July 11). Vertical Film Festival 9:16 Tips & Tricks. https://www.adamsebire.info/vertical-film-festival/9-16-tips-and-tricks

Tran, Hannah. (2023, February 23). Vertical Video and Using Composition Rules . https://social.colostate.edu/best-practices/vertical-video-and-using-composition-rules/

Recap of last semester

So, a little recap of last semester:

Do I want to dive deeper into this topic (persuasive techniques in commercial media) or do I want to go in a slightly different direction or do I want to go in a completely different direction? I went to have a look into the projects of previous students. I found serval projects that interested me but after reading those projects I was still not convinced of what I want to achieve for my master thesis.

One was about how important social media is nowadays (wiped – Stefan Bergman) one about film production without a crew from Niklas Maximilian Dostal. And another film project about creation awareness and fundraising (Christina Grill)

Last semester I finished my presentation with some examples why some video campains work on one platform but fails at the other. And I’m especially interested how short video is being just on all those different platforms and why it works so well. Why do we like it so much. And I think i wanna dive deeper in to that direction.

With a main question for this semester: Why is short video so popular? And why is it such a powerful marketing tool?

The Animation Industry

The animation industry has evolved for over a century, with several animation studios emerging across the world. Generally, animation studios are companies that create animated media for different purposes. There are different types of animation studios – on the one hand there are large corporate animation studios that develop and distribute their own intellectual properties (for example animated films), thus owning the rights to the technologies and characters they created. Large animation corporations, such as The Disney Corporation, often own multiple subsidiary studios (Disney, for example owns Walt Disney Animation Studio, 20th Century Animation or Pixar Animation Studios), and are made up of a number of specialized departments and units. As these companies tend to work with high standards in terms of technologies and equipment, they are well-suited for working on high budget productions or films that require certain special techniques. Other companies, on the other hand, work for clients on a contract basis. Small contractor studios are often private-owned businesses and create animated content while not owning the digital merchandise copyrights. (cf. deedeecourse, n.d.)

Over the course of the past couple of decades and even in recent years, the animation industry has seen a rapid growth and development. In 2021 alone, the global animation market grew by five percent to more than 372 billion U.S. dollars, reflecting the constantly rising demand for animated content. For example, six out of 10 of the highest-grossing animated movies in North American history originated from the mid to late 2010s. (cf. Statista Research Department, 2023)

The studios with the top-grossing animated feature films of all time are Disney, Pixar (run by Disney since 2006) and DreamWorks. (cf. Statista Research Department, 2023)

Figure 1: Top Grossing Animated Feature Films

The following paragraphs will include a couple of facts about one of the world’s largest animation corporations and the animation studios owned by it: The Walt Disney Company.
Founded in 1923 as „Disney Brothers Cartoon Studios“, Disney is among the most successful animation companies today, owning subsidiary studios such as „Pixar“ and „Walt Disney Animation Studios“. Disney is very well known due to the fact that they set many of the standards and developed a number of animation techniques that are still being used today. (cf. Kizer, 2022)

Figure 2: Walt Disney Animation Studios

Walt Disney Animation Studios is the Disney Company’s most successful animation studio, having produced movies like „Frozen“, „The Lion King“ or „Mulan“. Also, they were the ones to define the 12 principles of animation and developing the multiplane camera, which then became a standard in traditional animation. (cf. Bailey, 2019)

Figure 3,4,5: Frozen, The Lion King and Mulan

Pixar is especially known for its computer-generated 3D animations (CGI), using its own rendering software „RenderMan“. (cf. deedeecourse, n.d.)

It is a renderer developed by Pixar Animation Studios used for rendering VFX and animation. It has been the core rendering technology of the company for more than 30 years. (cf. Pixar, n.d.)

With „Toy Story“, Pixar released the world’s first feature-length computer animated feature film in 1995, receiving multiple Academy Awards for it, including Best Original Screenplay, making it the first animated film to be recognized for screenwriting. Other movie productions by Pixar include „Monster Inc.“, „Finding Nemo“, or „WALL-E“. The studio was bought by the Walt Disney Company in 2006. Other film studios owned by the Disney Company include 21st Century Fox, Lucasfilm Ltd., and Marvel Entertainment. (cf. Pixar, n.d.)

Figure 6,7,8: Toy Story, Finding Nemo, WALL-E

Sources

(1) deedeecourse (n.d.): Top 10 biggest animation studios in the world [online] https://www.deedeestudio.net/en/post/animation-studio [accessed on 26.01.2023]

(2) Statista Research Department (2023): Animation industry – statistics & facts [online] https://www.statista.com/topics/9725/animation-industry/#topicOverview [accessed on 26.01.2023]

(3) Statista Research Department (2023): Highest-grossing animated feature films of selected studios worldwide as of July 2022 [online] https://www.statista.com/statistics/1322150/highest-grossing-animated-movies-studio-worldwide/ [accessed on 27.01.2023]

(4) Kizer, Kristin (2022): The 10 Largest Animation Studios In The World [online] https://www.zippia.com/advice/largest-animation-studios/ [accessed on 26.01.2023]

(5) Bailey, Jason (2019): What Disney Risked to Make ‘The Lion King’ in 1994 [online] https://www.nytimes.com/2019/07/18/movies/disney-lion-king.html [accessed on 27.01.2023]

(6) Pixar (n.d.): What is RenderMan? [online] https://renderman.pixar.com/about [accessed on 26.01.2023]

(7) Pixar (n.d.): Our Story [online] https://www.pixar.com/our-story-pixar [accessed on 26.01.2023]

Image Sources

Figure 1: Statista Research Department (2023): Highest-grossing animated feature films of selected studios worldwide as of July 2022 [online] https://www.statista.com/statistics/1322150/highest-grossing-animated-movies-studio-worldwide/ [accessed on 27.01.2023]

Figure 2: Wright, Zander (2021): Longtime Disney Veterans Promoted at Walt Disney Animation Studios [online] https://insidethemagic.net/2021/10/walt-disney-animation-studios-promotions-zw1/ [accessed on 27.01.2023]

Figure 3: IMDb (n.d.): Frozen [online] https://www.imdb.com/title/tt2294629/ [accessed on 27.01.2023]

Figure 4: IMDb (n.d.): The Lion King [online] https://www.imdb.com/title/tt0110357/ [accessed on 27.01.2023]

Figure 5: IMDb (n.d.): Mulan [online] https://www.imdb.com/title/tt0120762/ [accessed on 27.01.2023]

Figure 6: IMDb (n.d.): Toy Story [online] https://www.imdb.com/title/tt0114709/ [accessed on 27.01.2023]

Figure 7: IMDb (n.d.): Finding Nemo [online] https://www.imdb.com/title/tt0266543/ [accessed on 27.01.2023]

Figure 8: IMDb (n.d.): WALL-E [online] https://www.imdb.com/title/tt0910970/ [accessed on 27.01.2023]

Animation Techniques

There is a vast variety of animation techniques that have developed over time. The following blog entry is dedicated to introducing the reader to the different types and techniques of animation.

Traditional Animation

The process most frequently used for animated film productions in the 20th Century was Traditional Animation. This technique consists of creating a hand-drawn, individual picture for each frame, slightly altering the drawings in each to create the illusion of movement. (cf. Alhumaidhi, 2020)

Each component that needs to be animated is painted on a separate transparent sheet (also known as cels), so that the layers such as backgrounds, characters and moving objects can later be animated individually. (cf. Wall, 2022)

Figure 1: Traditional Animation

This technique, therefore also known as „Cel-Animation“, allows the animator to gain full control over the characters’ movements and expressions. However, it is a very time consuming method, since most animated films have a frame rate of at least 12 frames per second (FPS).
Still, results of traditional animation techniques can be rather impressive and are nowadays often paired with modern digital software to achieve the special look and feel of frame-by-frame animation. (cf. Parker, 2022)

Examples of movies using the traditional animation technique would be classics like „Snow White and the Seven Dwarfs“ or „Sleeping Beauty“. (cf. Wall, 2022)

2D Animation

2D-Animation describes the creation of movement by stringing together an array of images in a two-dimensional space. While generally, one second of an animation equals 24 frames/images, most 2D-animatiors only draw every second image, resulting in a total of 12 frames for one second of animated content. This is a common practice since 12 frames are enough to generate the illusion of movement.
While in the past, this style had to be hand drawn, nowadays there is a variety of modern software such as Toon Boom Harmony or Adobe After Effects, and with that, techniques such as keyframing and character rigging, that make the workflow indefinitely easier. (cf. Wall, 2022)

Figure 2: 2D Animation

Keyframing means defining certain frames such as the beginning, middle and end point of, for example, a character’s movement with so called „key frames“ and letting the software render the images between these pre-defined frame. This makes for a very time-saving and flexible workflow. (cf. Parker, 2022)

Character rigging basically means creating a digital skeleton of the character, defining its individual body parts, which the software can then animate in accordance. This, just as key framing, saves the animator a lot of work, since a character doesn’t have to be redrawn for each frame. (cf. Wall, 2022)

The style originally gained popularity through the works of Disney. Nowadays, 2D-Animation is a very popular and widely used technique for explainer videos, ads or promotional videos.

3D Animation

3D-Animation is a type of digital animation, virtually creating characters, objects and entire scenes in 3D-space. For this technique, various assets such as 3D-models and more complex character rigs are needed, making it a more technical, mechanical in its workflow. (cf. Wall, 2022)

However, it also allows the creation of an entirely new dynamic when it comes to animating different settings, characters, lighting situations or textures. Most modern animation movies, such as „Frozen“ or „Moana“ use 3D-animation techniques. (cf. Parker, 2022)

Figure 3: 3D Animation

3D, as opposed to 2D animation, makes it possible to create characters and assets that can be viewed from any angle, which makes it incredibly useful for the navigation through 3D worlds such as in games like „Grand Theft Auto“, where the player can walk around in a 360° angle and view assets from all sides. (cf. Wall, 2022)

Software used for 3D-Animation would for example be Autodesk Maya, Blender or Cinema 4D.

Stop Motion

In stop motion animation, the illusion of movement is generated through combining and rapidly replaying a sequence of photographs where real physical objects are moved in tiny increments, creating a scene. (cf. Parker, 2022)

Figure 4: Stop Motion

This style can be created with actual people but also clay figurines, toys, or other materials. Popular examples would be Tim Burton’s „Nightmare before Christmas“ or Burl Ives’ animated cartoon „Rudolph the red-nosed Reindeer“. (cf. Wall, 2022)

Stop motion is one of the oldest and most popular animation techniques. (cf. Movsisyan, n.d.)

Motion Graphics

While traditionally, animated films resolve around characters or a specific setting, motion graphics are a type of animated graphic design. They use graphics, typography and different shapes to create a kind of visual storytelling. (cf. Parker, 2022)

Figure 5: Motion Graphics

Motion graphics are commonly seen in logo animations, TV graphics, credits or explainer videos and can be made in both 2D and 3D. (cf. Wall, 2022)

Sources

(1) Alhumaidhi, Hind Ali [IDOSI Publications] (2020): Animation Techniques and Styles [online] https://idosi.org/wasj/wasj38(5)20/7.pdf [accessed on 21.01.2023]

(2) Wall, Shoshanah (2022): Top 6 types of animation [online] https://www.cgspectrum.com/blog/top-types-of-animation-film-games-advertising [accessed on 22.01.2023]

(3) Parker, Sam (2022): 11 Types of Animation Styles (With Examples) [online] https://www.wyzowl.com/types-of-animation/ [accessed on 22.01.2023]

(4) Movsisyan, Aram (n.d.): Types of Animation Styles and Techniques [online] https://www.yansmedia.com/blog/types-of-animation-styles-and-techniques#tag01 [accessed on 22.01.2023]

Image Sources

Figure 1: Animation Nuggets (n.d.): How does Traditional Animation work? [online] https://animation-nuggets.com/en/remembering-traditional-animation-cartoon/ [accessed on 25.01.2023]

Figure 2: Darvideo (n.d.): 2D animation techniques [online] https://darvideo.tv/dictionary/2d-animation-techniques/ [accessed on 25.01.2023]

Figure 3: Blender (n.d.): Animation [online] https://www.blender.org/features/animation/ [accessed on 25.01.2023]

Figure 4: Colossal (2018): Video Game Designers Show the Carefully Orchestrated Movements That Bring Their Stop Motion Characters to Life [online] https://www.thisiscolossal.com/2018/10/stop-motion-video-game-vokabulantis/ [accessed on 25.01.2023]

Figure 5: Motion Cabin (n.d.): 5 Motion Graphics Trends [online] https://motioncabin.com/5-motion-graphics-trends-to-follow-for-a-compelling-motion-design-project/ [accessed on 25.01.2023]

Bright Colours and Trauma (or) Colours in Wes Anderson Films

Wes Anderson is a filmmaker who challenges the traditional use of color theory in movies. Unlike most filmmakers who utilize bright and saturated colors for a happy tone and dark and desaturated colors for a more grounded tone, Anderson blurs the lines between joy and darkness. On the surface, his movies look vivid and vibrant, but the colors are often at odds with the subject matter, creating a unique and bipolar tone that is both humorous and dark.

Anderson’s use of colors can be seen in “The Grand Budapest Hotel,” where despite being set in a world filled with death and war, the world is still filled with vivid colors. This whimsy is a signature of Anderson’s films, which are often told from a childlike perspective and explore childhood traumas against the backdrop of whimsical, colorful worlds.

Anderson’s characters are often connected to a single color, such as red, which is seen in “The Life Aquatic,” “The Darjeeling Limited,” “Rushmore,” and “The Royal Tannenbaums.” In these films, characters who wear red often have a past trauma that they are trying to overcome. For example, Chaz in “The Royal Tannenbaums” wears a red tracksuit and is in a state of arrested development due to the trauma of his father leaving and his wife’s death. As a result of these past traumas, Chaz is overprotective and stuck in a state of arrested development, appearing childlike throughout the film. He only sheds his signature red when his opportunity to reconcile with his father has passed.

In Anderson’s films, the themes of darkness and humor are often intertwined. In the funeral scene from “The Darjeeling Limited,” a young boy has died, but the scene is punctuated by bright whites and golds, creating a stark contrast to the next scene where the brothers attend their father’s funeral dressed in black. This contrast forces the audience to reconcile the darkness with the humor and light.

Overall, Anderson’s unique use of colors and his exploration of serious subject matter against the backdrop of whimsical, colorful worlds creates a unique experience for the audience and challenges traditional uses of color in movies.

Harley Quinn and the male gaze

During my research on gender equality in Austria, specifically at the Austrian Film Institute, this insight from the “Gender Report” brought me to my next research question:

Portrayal of women in film: quantity vs. Quality: This report clearly shows that the gender ratio of main characters in films driven by men and women are more or less balanced. The film’s gender rating had little influence on the number of female main characters: Films made by women showed female characters in the lead roles more often. The influence on the type of portrayal is considerably more important: Portrayals are more nuanced in female-driven films than those driven by men.

More diversity in female-driven films: Twelve fiction films were examined in detail in a qualitative analysis: The female-driven films had no sexism and reflected on discrimination in society. They portray a pluralistic society and underrepresented groups that go beyond conventional clichés more often than male-driven films.

Do men and women differ in the way they tell stories and portray characters? In this blog post I would like to address this question using the example of the character “Harley Quinn”, which shows certain variations in different films by different directors (male and female).

The Male Gaze

According to studies, male-centric production and consumption of comics leads to an overly masculine portrayal of male characters and an overly fetishized and overly sexualized portrayal of female characters. the female characters in superhero films are already being disadvantaged when they are created in a male-dominated medium.

The male gaze is to view women through a voyeuristic-scopophilia lens.

 Laura Mulvey

Harley Quinn was first introduced in 2016’s Suicide Squad, directed by David Ayer. One criticism of the role was the strong objectification of the male gaze, which undermined her role and strength as a superheroine. Birds of Prey director Cathy Yan and screenwriter Christina Hodson revamped the role Through costumes, script and cinematography, they tried to avoid stereotypical ways of portraying the main female character.

Minseo Joo and Caryssa Ozuna write in an article about how the cinematography of Birds of Prey subverts the male gaze by focusing on the reaction of the characters rather than the sexualization of women’s bodies. They also talk about the incorporation of a realistic wardrobe for all of the female characters. Rather than placing them in scantily clad outfits that would appeal to male viewers, it suits them in clothing that can be used practically within the battle.

Zoe Dirse additionally states that women artists must take control of their art in order to “subvert patriarchal assumptions about gender”. Thanks to the collective efforts of a strong female production team in front of and behind the camera, Birds of Prey succeeds in taking back control of the gaze and the content.

Sources:

Subverting the Male Gaze: Birds of Prey refreshes the narrative of Harley Quinn

https://rtfgenderandmediaculture.wordpress.com/2021/07/01/subverting-the-male-gaze-birds-of-prey-refreshes-the-narrative-of-harley-quinn/

Arora, A. (2019). Gazing at the Obvious: A Critical Analysis of the Male Gaze in Superhero and Fantasy Literature.

https://dialog.puchd.ac.in/wp-content/uploads/2020/10/5.-Ayushee-Arora-Gazing-at-the-Obvious.pdf

Dirse, Z. (2013). Gender in cinematography: Female gaze (eye) behind the camera. Journal of Research in Gender Studies

https://heinonline-org.ezproxy.lib.utexas.edu/HOL/P?h=hein.journals/jogenst3&i=15.

Newton’s lost Indigo (a thought experiment)

It is the year 1666. The English physicist and mathematician Isaac Newton is sitting in his study. The sun is shining through the curtains of the dimly lit room. The light, however, is not only shining through the curtains but also through a glass prism Newton is holding in his left hand. The light passing through the prism radiates a multitude of colours. Every colour that the human eye can see. Newton defines that this visible spectrum consists of seven main colours. Red, Orange, Yellow, Green, Blue, Indigo and Violet.

Roughly 400 years later we are left with only six. Indigo has left the spectrum. Today science decided that Indigo is too hard to distinguish from its neighbouring colours Blue and Violet. 

The question remains: Why could Isaac Newton distinguish it?

There are multiple theories concerning the reasons, why Newton included Indigo in the colour spectrum. Scottish physician and microbiologist Alexander Fleming blamed indigo’s existence on Newton being an occultist. Meaning that Newton believed the light spectrum has to consist of exactly 7 colours, since the number seven has mythological importance. Another theory erases the prism in Newton’s hand and adds a painting to his room. The american association of physics teachers hypothesizes that Newton saw seven distinct colours in this painting and assumed that he could also see seven distinct colours in his spectral projections.

However, I want to focus on the conclusion of English expert in physical optics R.A. Houston. He was certain that Newton’s Vision was slightly abnormal. In opposition to Newton, who saw Indigo inclined to Violet and Blue, Houston saw it inclined to black.

So Indigo remains a subject of subjectiveness. We just can’t be sure that Indigo is the same for everyone. All humans have a somewhat unique vision. Some illnesses like colourblindness even alter our vision completely. Some humans can distinguish the slightest change in colouration, others have difficulties. Animals see the world in a multitude of ways. We have to ask ourselves was INDIGO ever INDIGO? That however will take it too far.

I rather want to focus on Newton’s vision seemingly enhanced in detecting Indigo. Is it possible to learn to differentiate colours even if they seem to be the same? If the world was only shades of INDIGO, could we adapt to this decline of colour variety? Would we adapt in one life, in multiple generations, in ages or aeons? Would we be able to rediscover Newton’s Lost Indigo? Live in a world of shades of Indigo?