Spark, A. 2016. Andi Spark – Pursuing the Animatrix: Musings on Defining a Term to Describe Woman-Centered Animation – Animation Studies. [Online]. [Accessed 25 October 2019].
Available from: https://journal.animationstudies.org/andi-spark-pursuing-the-animatrix-musings-on-defining-a-term-to-describe-woman-centered-animation/.
The writer grabs the topic of “female workers in animation” to describe the changes that have happened over the years. Up till the day this was written, woman were able to gather some significant roles (mainly going for storyboard artists, and some for animators), but most of the self found conceptions still apply, studios would still choose a man over a woman for a creative roll. For me, as a woman in the field, this kind of exclusion is not understandable. Woman can be as creative as man, and the only explanation provided is that woman tend to bring their own feelings for animation, while man do the most creative out of the box ideas.
Herhuth, E. (2019). Eric Herhuth – The Animated Will: Intelligent Movement and Embodied Intentionality in Character Animation. – Animation Studies. [Online]. [Accessed 22 Oct. 2019].
Available from: https://journal.animationstudies.org/eric-herhuth-the-animated-will-intelligent-movement-and-embodied-intentionality-in-character-animation/
During his journal entry, the author explains the importance and evolution of the technic for the character’s will. The was used to show that a character could do any actions without thinking, that it was free to choose whatever it was meant to do, nonetheless, it was only an illusory freedom (or as he would call it “insincere promise of freedom”), as the choices that they go though have been meed previously made. Personally reading this text was really important for me since I tend to concentrate on character performance, posing, movement and acting takes a great part in this relationship with the creation of freedom.
Martin, B., Yecies, B. (2004). First Monday: Peer-reviewed Journal on the Internet, [online] 9(6).
Available at: https://documents.uow.edu.au/~bmartin/pubs/04firstmonday.html [Accessed 28 Oct. 2019].
This journal entry shows a variety of titles a corporation may have to battle while climbing the ladder to success, and analyses the variety of changes the company itself had to grow from, especially with the rise of the internet and NET communication technology. The author goes through an analysis to understand each site’s reason to take an anti-Disney approach and question each of them creating a table of sites, reasons, goals, methods and their strategies. I feel lithe this article is a good approach for everyone to understand what a rising company such as Disney can go through the years, while they gain more fame, their actions will be more criticized and noticed, so more and more of this sites will appear. It’s good to understand that any animator might be on their shoes one of these days.
Berney, S. (2016). Does animation enhance learning? A meta-analysis. Computers & Education, [online] 101, pp.150-167.
Available at: https://www.sciencedirect.com/science/article/pii/S0360131516301336?via%3Dihub [Accessed 25 Nov. 2019].
The author took this journal to analyse whenever would be easier to learn from graphics or animated videos. They tested both methods in various forms consecutively with different studies, such as pure animation, animation with sound and animation with no explanatory text, they grew in results substantially, understanding that the most efficient method would be the animation with sound a no explanatory text. This induct to a transition of the media, that implies great research in the animation field, with more development, this kind of animation could bust the way people study. This topic was particularly interesting from my point of view since I can give more time of my attention to video lessons other than reading, this method could prove really useful in various fields of study.
Telotte, J. (2019). Letting Go: Representation, Presentation, and Disney’s Art of Animation. Animation, [online] 14(2), pp.132-148.
Available at: https://doi-org.ezproxy.herts.ac.uk/10.1177/1746847719858159 [Accessed 18 Nov. 2019].
This article shows how Walt Disney was able to present both sides of animation while developing his drawing to tv, he made a series of behind the scenes so he would be able to let people understand when and how their favourite films were being made. This was a way to show various differences in the animation studied by the studio, as for example, from the realistic style Pinocchio (1940) to a more fantasy/cartoony one as in Lady and the Tramp (1955). This source was relevant from the point of evolution, as a person and a company leader, how to develop a whole variety of shows that appeal to your work and are able to demonstrate your development.
Neuman, R. (2019). Disney’s Final Package Film: The Making and Marketing of The Adventures of Ichabod and Mr. Toad (1949). Animation, [online] 14(2), pp.149-163.
Available at: https://doi-org.ezproxy.herts.ac.uk/10.1177/1746847719858678 [Accessed 21 Nov. 2019].
During this journal, it is analysed the conception of the film The Adventures of Ichabod and Mr Toad (1949), how it was developed even in times of war, how it took eight years to assemble and how the conjunction of two different origin stories gave birth to this final script. A great point made by the author is that film shows the division they had in subtle ways, like for example having one character more cartoony and other more realistic. Unfortunately, this movie wasn't a big hit for Disney but was good for many experimentations and answers. I particularly like this journal entry as a form of making movies as a research method, a way of understanding the public needs and likes, and as a proof that no matter how much a movie can fail, it does not mean the next one will follow the same path.
Death and Coping Mechanisms in Animated Disney Movies: A Content Analysis of Disney Films (1937–2003) and Disney/Pixar Films (2003–2016). (2019). The Psychosocial Implications of Disney Movies, [online] pp.17-30.
Available at: https://doi.org/10.3390/books978-3-03897-849-7 [Accessed 29 Nov. 2019].
During this chapter, the author decided to examine how Disney has portraited death over the years, what were the differences from the old traditional movies to the newer versions, and how children are dealing with the concept of death transmitted by it. It’s referred that some stories are supposed to help the children deal and learn the state of grief. During the studies, it was noticeable that protagonists were the ones who die the most, and that normally it had negative emotion embed with the feeling (and was unjustified), while when an antagonist died it was a positive emotion (and was justified). In a personal analysis, the recent movies made the grief make more sense, and developing the stages of character and having it pass the same stages of grief is something that, in my opinion, will help children understand such a complicated topic.
Pluralsight (2014). Animation for Games vs Animation for Movies. [online] Pluralsight.com.
Available at: https://www.pluralsight.com/blog/film-games/how-animation-for-games-is-different-from-animation-for-movies [Accessed 1 Dec. 2019].
In this article, it was pointed out the main differences between working as an animator for movies or for the games industries. The author argues that while movies only have to worry about the shot they're working at, and have a wider amount of time to develop it, relying mostly in acting, in games, the industry demands good and fast animation, it needs to be ready for every camera angle (since it’s interactively based) and relies mostly in character performance and body mechanics. This was a great article for me as since the beginning of this course I was trying to explain what I pretended to do, this helped me decide that developing character performance and acting is my main focus.
Neistadt, W. (2018). From School to Studio: Sir Wade Neistadt’s Journey to DreamWorks Animation. [online] Animation Mentor Blog.
Available at: https://blog.animationmentor.com/from-school-to-studio-sir-wade-neistadts-journey-to-dreamworks-animation/ [Accessed 3 Dec. 2019].
During this blog post, the author explains his own experience developing himself to enter the world of an animator’s career. From starting in a subject he didn't enjoy, to learning what animation could bring to his life until he learned of an online animator’s school, this opened his eyes for software and prepared him for future opportunities. He started in a studio, but not directly as an animator, he does believe that being inside the studio and getting to know people is already a major first step. This blog was a major help for me, as I was lost in whatever way a student could even be able to approach or even enter a studio by himself.
Barnes, B. and Sperling, N. (2019). Why the ‘Joker’ Movie Was a Risk Warner Bros. Wanted to Take. New York Times, [online] p.1. Available at: https://www.nytimes.com/2019/10/03/movies/joker-movie.html [Accessed 10 Dec. 2019].
This newspaper article main focus point was how everyone, including some Warner Bros. employees were worried how the film would be received by the audience. Since it tackled such violent issues and gave the main character a “reason” to justify his action, they worried it could have a negative impact on the already occurring disasters. The author says that “This was a risk Warner Bros. wanted to take” and I totally agree, as films should not be considered documentaries of real life, but imaginary worlds we create to live their stories, making that separation was what made this topic so important, it was a risk worth taking.