Monday, August 27, 2012
Monday, August 13, 2012
Aesthetically Paperman is simplistic, focusing mostly on large flat shapes and using lighting and blurs to bring focus into the composition. With limited details and color, the film strictly focuses on using the visuals to frame the story. In Disney’s Paperman talk, the creators made a comparison between the 3D films we see today and the traditional 2D approach they used for Paperman. While the 3D movies today have advantage of creating depth and complex settings, it can become so appealing that sometimes the visuals overshadow the story it is trying to tell. I think that is where Paperman really excel. The ratio of visual information and storytelling was just right so that it created a harmony that is best suited for telling Paperman’s story. For me, watching Paperman allowed me to see my role as an artist in a bigger picture. I have always thought that a best design should be so captivating it can stand on its own. While that may be true in many cases, I think it’s important to also consider how one design stands amongst a whole bunch of other designs within a film as a whole, and hit that golden ratio where visuals can most effectively deliver a story.
Another thought I had after seeing Paperman was that portrayal of humanity can be a very strong device to capture the audience’s attentions. Paperman tell a story about how a small decisions can lead to a life changing experience. It’s a theme that is universal and can easily be related with. Even when the character does not exist in the reality, as long as we can see them responding the way we do, showing ranges like curiosity, confusions, determination, and love, they can feel real even on a flat screen. I think that is portion of the reason why many Miyazaki films are also successful. Take Princess Mononoke which illustrates the struggle between polar justices. We can see that both sides of the opposing forces are fighting for what they believe is justice, and neither sides are wrong in their motives. I think simulating a real-life behavior into animated characters adds a layer of depth and helps guide the audience feel engaged in the narrative. It’s definitely something I can explore more as I further myself in character design and storytelling.
Disney’s Paperman will be presented right before Wreck-it Ralph in November and I highly recommend everyone to go see it. It will be an experience to remember!
Monday, July 23, 2012
Monday, July 9, 2012
Sunday, July 8, 2012
Tuesday, June 26, 2012
Journey and my gosh it was stunning! Unlike most of games I normally play, Journey is stripped down to the very core of emotional expression using visual and audio interaction. The game takes its vagueness to advantage, allowing the player to figure out everything from the very beginning and experience the journey up close. I absolutely love the way music and the visuals intertwine in the game as every moments is designed so precisely to accentuate the best experience possible. I’m really looking forward to playing this game again and getting the white robe! I also read that the company (called thatgamecompany) has finally made all 3 games for PSN marking the end of their contract with Sony to produce solely for PSN. Now that they have more freedom, I can’t imagine but to be excited for what comes next. It’d be super cool if their games (like Journey) came to the iOS.
Monday, June 25, 2012
tumblr where I use it as kind of a visual diary. Here are some ones I like from the doodle. So far through doing this, I got the chance to experiment and discover a great inking brush, draw stuff I really love but never had the excuse to, and most importantly exploring areas where I need to push further. Right now I'm spending more time with character development. I've just discovered the important role gestures play in the process of creating unique and dynamic silhouettes. This might not be something new to others but it is quite a discovery for me. I'm going to put more time into characters and hopefully find more tricks!