FORMING A RESEARCH QUESTION
Aside from the omnipresent
narrator, what filmic devices and visual development techniques can be employed
in animated films to convey a sense of character and a progression of a linear narrative
when there is an absence of a visually represented character or protagonist on
the screen?
This question aims to place an emphasis on discovering the importance
of setting or environment as an alternative to using character in communicating
narrative. This topic is of particular
relevance given the dominant acceptance of character animation as a means of
communicating narrative and emotion to the viewer in 2D animated films. There
seems to be reluctance amongst modern day animators to move away from the
central protagonist/s or the omnipresent narrator as a means of telling a story. This explorative research will serve to ‘fill
a gap’ in the knowledge base and current pedagogical practices found in
institutions that teach the art of animation; Current animation education
trends focus on character animation often at the expense of a thorough
investigation in the use of animation backgrounds, layout and other filmic
devices as a means of telling a story.
Key Concepts (see appendix 1:1) within this research will
include the visual development technique of environmental story telling; the
importance of layout and the use of the first person view point camera shot.
Environmental storytelling is cornerstone to this research and it is a device that
incorporates the other key concepts of research. Environmental storytelling allows
narrative subtleties to be revealed through animation layout and background
development which in turn can be coupled with the filmic device of the point of
view shot or through the use of peripheral incidental unseen or ‘un-named’
‘characters’ that can progress narrative.
Although the use of environmental story telling has been
used for decades in modern film insert and establishing shots by practitioners
such as Alfred Hitchcock (see Appendix 1:2) who was described by film scholar Paul Duncan (2003,
p. 167) as favouring ‘a series of set pieces linked together by plot’ and Orson
Wells who masterfully relied on setting to fill in the ‘negative space’ created
by an unseen character in ‘The Third Man;’ it is its most current incarnation
within the games industry that offers the most interesting potential cross over
to the medium of animation. Games practitioner and researcher Dan Pinchbeck
from the University of Portsmouth (UK) is the creator of the indie first person
point of view game called ‘Dear Esther,’ which closely resembles the experience
that this research and project intends to explore in the medium of 2D
animation. Pinchbeck states that,
We (The Chinese Room- his games company) believe the sense of immersion
and engagement you get when you are pitched directly into the world is really
amazing and powerful. Our games focus on this experience, this sense of being
there. We place very heavy emphasis on this immersive experience, rather than
mechanics, so story is central to our design. Audio and music is integral to
this, as is striving for the highest quality in art and environment design. <http://www.thechineseroom.co.uk/philosophy.html>
Pinchbeck’s ethos in relation to environmental storytelling
in games and its unencumbered immersive quality is echoed by the expectations
associated with this research exegesis and project and an aspect of 2D
animation films that has not, as yet, been explored to the fullest potential.
The research question and the accompanying project are an
appropriate area of inquiry as they are a direct response to recent undergraduate
study wherein there was limited opportunity for students to learn the
intricacies of background art, layout or the use of environment driven story
telling. Both the research and the studio practice will provide an opportunity
to learn new skills and push the boundaries of environment driven story telling
in 2D animation.
The project itself will be a 3-4 minute hand drawn 2D
animation without ‘characters.’ The linear narrative will be communicated
through point of view camera positioning, incidental ‘characters’ and through
an absolute focus on the significance of setting, the importance of the
environment and the placement of objects that evoke emotion and in turn reveal
the story. In contrast to the use of environmental story telling as employed in
live action films as a support to a protagonist/s, this project will intend to
remove the protagonist and instead place the audience in a direct visual and
auditory connection with the environment or setting.
Bibliography
Duncan, P 2003, Alfred Hitchcock: Architect of Anxiety
1899-1980, Taschen Publishing, Koln.
Pinchbeck, D The Chinese Room, viewed 23 March 2012 <http://www.thechineseroom.co.uk/philosophy.html>
Images
McMinn, R 2009, Continuity Editing 101: Hitchcock’s Rear
Window, viewed 21 March 2012 <http://www.slideshare.net/mcmrbt/continuity-editing-101-hitchcocks-rear-window>
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