Monday, April 30, 2012

Analysis of Disney's The Old Mill (1937)

The following analysis is part of my research into practitioners who have employed environmental storytelling as a means of progressing narrative. It's not an essay in itself, its background information for me for an upcoming presentation. To view The Old Mill click here


Released in 1937, The Old Mill is an Oscar winning short animated film[1] and part of the Walt Disney Animation Studios/RKO Radio Pictures early Silly Symphonies Animated Collection.


Given that the Walt Disney Animation studios, the ‘practitioner’ chosen for closer examination as part of this Hons study, has released 50 full length animated features and numerous short animated films; the question must be raised as to why focus on The Old Mill, a short that was released over 70 years ago instead of newer releases from the studio? The answer is twofold, not only is The Old Mill the short that is most closely aligned with the Project that will be produced as part of this Hons study, but the short film also introduced many of the techniques and approaches still used in modern animation today. Although the technology may have changed in relation to layout and background design, The Old Mill is the definitive example of how backgrounds and incidental characters can progress a narrative without the presence of a central protagonist, reliance upon character or omnipresent voice over narration. This aspect of the animation corresponds directly with my own study into the importance of background and layout in progressing story as illustrated in my current research focus 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 research question in itself creates an issue when considering a practitioner or animation film to be studied as there are not many films that foreground the background with an emphasis on immersing the audience into the narrative via the layout and the environment without the guidance of a central protagonist. This short film however, allows the audience to experience life in the old mill in a first person voyeuristic perspective that is both engaging and intriguing. 




My research has also found that the Walt Disney Animation studios, provides the most comprehensive exploration into the techniques, practices and technological advancements associated with background and layout development. For this reason, the studio, rather than a single practitioner has been selected for study; this is also in keeping with the departmentalised production line model of traditional animation film creation wherein a collective is responsible for particular production.

The Old Mill tells the linear narrative of a single evening in the ‘life’ of an old windmill and its residents of assorted animals and birds as they face an unexpected storm that threatens their collective existence. The narrative itself is chronologically linear and written to best demonstrate environmental storytelling where the story is told through the environment and backgrounds rather than focus upon character. This story is a moment in time and its cyclical nature indicates that this has happened in the past and will most likely occur in the future. The Old Mill opens with an establishing shot of the old windmill in its current state and the film also closes with the same, albeit altered and storm lashed, windmill nestled in the landscape with life going on around and within it.  




This visual ‘bookending’ of the narrative reinforces the voyeuristic nature of the short, a peek into a moment in time that is created by the foregrounding of the background and the seeming unrestrictive access that the viewer has with the environment. This is the same narrative device that I will also be using in my animation project wherein the viewer will get a definite sense that they are witnessing a moment in time through the careful placement of recurring motifs and symbols.

The short animated film, The Old Mill not only utilises a linear narrative but also cutting edge technology in the area of layout and background design; technology that was to change the role of the background and the importance of setting in animation. This was the first time that the Disney Studio had employed their multi-plane camera which for the first time enabled backgrounds to become more than simply a flat space where characters performed, the illusion of depth created by the multi-plane camera meant that the audience where able to ‘enter into’ the world of the animation with greater sense of realism and thus immersive quality. 

See Walt Disney's explanation of the multi-plane camera here


Backgrounds could now become environments that could convey a sense of mood and atmosphere that could stand alone as a ‘real world’ environment; key in the process of environmental storytelling. The added depth and elements of forced perspective take the viewer into the action in much the same way that a point of view shot does within a live action film. Interestingly, although the mode of delivering such an effect has changed from the multi-plane camera, to the computer the essence at the core of this revolution in background design remains unchanged.

Screenshot from Toon Boom Animate Pro which digitally recreates the multi-plane camera in 2010


 The opening shot commences with a long slow zoom through a foreground where the viewer is almost peeking through the bushes to see the windmill and it is this voyeuristic point of view shot combined with the added illusion of depth that takes the audience into the world rather than seeing it from the outside. This feeling is made evident as the viewer enters the Mill after a series of cross fades moving from the macro to the micro aspects of the story, the critters who reside in the windmill. The viewer is positioned as if looking in on the daily routine of swallows who chirp to each other animatedly (no pun intended) and we are invited to see the swallows as a family, almost as if we are peeking over the fence to listen to the neighbours who seem oblivious to our presence as they go about their routine. (@1min 3 secs)






As the camera pans up through the mill the illusion of depth intensifies and the viewer recognises that they are moving into the rafters and with this enclosing space comes a greater sense of intrusion and intimacy. (@1min 33sec)



The cooing of doves, symbolic of love are seemingly amorous in their relations with one another and the camera moves away as if not wanting to intrude on their private moment. (@1min 27sec)



We are however, as the viewer aware that we are actually in the Mill with these critters as both the mice in the rafters and the owl break the fourth wall and recognise our presence. (@1min 43sec)




These are the only critters in The Old Mill that acknowledge the viewer and it is this process of breaking the fourth wall that identifies the voyeuristic point of view camera shot rare in animation films but an integral component of environmental storytelling. As the camera pans further into the rooftop, the bats begin to leave their roosts thus signalling the start of dusk and the viewer is lead via the environment (leaves falling into the pond disturbed by the bats flying out into the night) outside the Mill.

Once outside the Mill the exploration of the micro world of the windmill continues and sound design, including a greater integration between character and music, begins to become more important. Sounds associated with the change from dusk to evening such as frogs and grasshoppers are important in demonstrating the passing of time. As with all works concerned with environmental storytelling, sound design is crucial in conveying meaning and atmosphere in the absence of a narrator or character to act as a guide through the narrative. As the impending storm begins to build the environment itself literally seems to come to life conveying a sense of fear as the colours darken and once benign trees and reeds take on a major role in the music and the action. (@4min)




The Mill heaves and rattles in time with the music and the increased number of cut shots between the various critters and the state of the building itself and the storm outside aid in creating tension as if the viewer was unsure of where to look. The use of repetition in these cut shots (section 4:22 of the film) further echoes the original action of the windmill which in turn correlates to the broader subtext of the repetitive nature of each day in the ‘life’ of the Old Mill.

The cool colour palette and employment of special effects lighting bring the outside storm into the Mill and its affect upon the Mill’s residents illuminates the temporary nature of their existence. (@6min 17sec)




These colours also evoke a sense of fear and the coldness of the storm can almost be felt by the audience as the wind howls and the rain lashes against the weakened Old Mill. The storm sequence, in every aspect from shot length to colour palette and sound design, contrasts starkly with the initial vision of the windmill as a gentle safe pastoral haven in the opening scenes. (@28sec; @4min 7sec)




In this moment, there is a sense of immersion within the environment and the rapid cut shots unnerve the audience as the point of view voyeurism of earlier is again highlighted as we see the owl from earlier again break the fourth wall and acknowledge our presence. (@5min 54sec; @7min 38sec)





The comedic anthropomorphic qualities of the owl serve to humanise the moment and his/her scowl at the storm is only what we have come to expect from this bird who does not like to be disturbed. His/her connection with the audience is key in reminding the viewer that the environment has been progressing the narrative and the fact that we can return to the owl at various moments within the story without having to rely on him/her as a central protagonist further emphasises the power and importance of the environment and the background in telling the story of this Old Mill.  

In keeping with the traditional linear narrative, The Old Mill has an identifiable three act structure. As quickly as the storm eventuated, it also subsides, and life at the Old Mill returns to the way it has always been, although now more slightly on a jaunty angle.

 In reverse order the bats return from the nightly routine and the residents are all present and accounted. The sound design becomes gentle and unobtrusive and the camera trucks back taking the viewer away from this glimpse into a single moment in the ‘life’ of this windmill. (@8min36sec)



The Old Mill, despite being released in 1937, is one of the few animation shorts that successfully utilises the notion of environmental story telling long before it was ever coined as a phrase in the games industry. The short does not rely upon a narrator or a central protagonist, the audience is immersed into this world through first person point of view shots and innovative layout advancements such as the multi-plane camera. My Hons project and associated research will strive to expand upon the concept of environmental storytelling and push the boundaries of background and layout design to create a truly immersive, intriguing and ultimately engaging experience for the viewer.   












[1] Academy Award Winner: Best Short Subjects: Cartoons 1937 (http://www.imdb.com/title/tt0029339/)

Sunday, April 29, 2012

Observational Matrix Visual Reference List


Observational Matrix Visual Reference List:
Vintage Cars:
Modern Cars:
Vintage Kitchenware:
Modern Kitchenware:
Vintage Wireless:
Modern Radios:

Saturday, April 28, 2012

Comparative Observational Matrix (Part 2)

These matrix will provide the basis of my visual reference library for objects of significance within my Hons project. The objects were taken from a variety of online sources including eBay and Etsy. See below for a full cross-matrix analysis:





Comparative Observational Matrix Analysis

This mode of research was designed to provide me with information integral to the success of my Honours project. My Honours project relies upon my ability to choose objects of significance that reveal the narrative and character without direct input from the character herself. Objects of significance, refers to objects that are significant to the character, the story and the setting and it is through the objects that the audience is invited to actively participate in the construction of the narrative.

This quantitative data collection and subsequent comparative analysis will provide me with visual references in creating these objects of significance. The original source of the objects is less important as it is in the visual- design, shape and colour- that I am collecting information useful in interpreting how these objects should look within the project and not the history of the object itself.
    
The idea behind the collation of the comparative matrix was to collect objects noted as being within a particular era. The broad parameters enabled me to collect objects with a variety of shapes, design features and colours to provide a visual cross section of designs from the 1930s-40s and modern day objects. The only requirement was that the piece had to be stipulated as coming from a particular era, be in keeping with expectations of that era and not be a form of retro style that could blur the recognition of a particular object as being from a particular era. This was particularly an issue in relation to the collation of objects from the modern day, as many items now use a retro look as a selling point in their design, most notable in this was the kitchen items and radios. The objects of significance themselves were selected based on their prominence in the story and the importance of their visual transformation (as per the narrative) from the 1930s-40s to current day items.

Variables such as the legitimacy of certain objects as being a part of a particular era and the organisation and selection of the actual objects on the matrix are acknowledged, but since it was the visual qualities of the objects that were to inspire my own incarnation of specific objects within the narrative it is believed that these variables are outweighed by the variety in the objects selected and the way in which these objects were to inspire rather than become the objects used within the project. From the cross section of object designs from individual eras I will be creating my own representation of these objects from a range of objects listed on the matrix not from a single source. This will enable me to capture the design essence of an era rather than simply copying a single object from a single source as definitive of an era.
When viewing the matrix, images of objects were collected then colours were recorded to provide me with a base palette when considering the objects in their respective eras. The shape component utilised the idea of silhouette and was a combination of design aspects that were prominent in each of the objects selected within a particular era. This silhouette will form the basis of my own visual interpretation of the object as seen within the project. Individual observations, similarities and differences were then recorded in relation to a particular group of objects for example cars, kitchenware and radios.

In an attempt to become familiar with the visual essence of an era across a range of objects it is also useful to compare not only within a single matrix but also across the three matrix to identify similarities and hence capture a sense of continuity in design identifiable in a particular era.

The objects from the 1930s-40s did display similarities in design that I was not expecting given the historical era in which they were created. Given that the 1930s and 40s were a time of economic and social upheaval in Australian society with the 1929 American stock-market crash and the associated depression followed by the Australian entry into World War Two in 1939, I had expected the design of cars, kitchenware products and home appliances such as radios to be exceedingly plain and functional. However across each of the object groups in this era there was an attention to detail and a design emphasis on long sweeping curves, curls and flourishes. Of course these objects would not have been available to every social strata of society but I selected objects that would have been present in the narrative of my project (white, upper/middle class suburban). Cars would have been a rare commodity in this time period as most people would have walked or taken public transport so the design quality of the car in this era can be closely aligned with the upper social classes only. Yet, these same design qualities are found within household objects frequent within the aspirational middle classes of society. Teacups and kettles seem to have been designed with an emphasis on the English tradition and heritage associated with the domestic ritual of tea drinking. Teacups with scalloped edges, gold trim and a dominance of floral motifs all reinforce this idea of a typically English tradition that was refined, civilised and a small statement of luxury amidst a broader social context of change and strain. This emphasis on curves and flourishes in design also carried over to the central appliance of any household wealthy enough  afford one, the wireless. The radios of the 1930s-40s were works of art and their design reveals the prominent position they would have played within the household. These boxes were designed to be seen in the ‘good room’ and their delicate wood carved flourishes and art deco style shapes indicate that the radio itself was as important as the link they provided with the news and entertainment of the day.

Now seen by some as fussy, the flourishes and flounces present on many objects from the 1930s-40s including cars, radios and kitchenware have now been replaced with a harsh streamlined functional look of the current day design across the very same objects. Cars, although now available in many more colours, have an almost uniform flowing design that seem to hug the road, is lower to the ground and designed to evoke a sense of speed in contrast to the boxy tall shapes of the past. This streamlined almost no nonsense shape follows through to kitchenware and radios where there is a focus on neutral earthy tones and colours in kitchenware that could be seen as a focus on reaching the widest possible demographic to compliment a myriad of individual styles. Cups and mugs are thicker, chunkier with large handles designed over the smaller delicate teacups of the 1930s and 40s. This perhaps reflects the changing nature of the tea drinking ritual with people no longer having the time to sip tea at a specific time of the day and instead make a cuppa and drink it as they work. The radios of modern day have also shifted in their emphasis and there seems to be more concentration on the function of the radio rather than the look of the object itself. Although many now have lights, these boxes made of plastic and usually black or grey are no longer designed to be the centre piece of a room, they are expected to be unseen. The radio is no longer a status symbol in this format, it is the advancements in the audio and function of the unit that is now the focus, these radios are designed to be heard and not necessarily seen.

Given that my project will use these objects to show the contrast between a golden age that is a memory and the ‘realities’ of today, it has been useful to compare and identify the similarities between the objects across the three matrix. From this research I now have a reference library and I will be able to create objects that have a design grounding in the era in which I am representing within the narrative. 

Thursday, April 26, 2012

Comparative Matrix: Quantitative Research (Part 1)

An integral part of my Hons project is the use of objects from the 30s-40s and their modern day equivalents. In the project these pieces will morph as the memories of the old woman come back to her in the quiet of everyday activities such as making tea or going to the shops.

To start this process of visual research I listed out the objects of significance and then in the tradition of quantitative researchers such as Bernd and Hilla Becher (The Water Towers), I set about to collect images of these objects and will investigate in a comparative matrix the similarities and differences between the eras and across different objects from the same era.

http://worldwaterneeds.tumblr.com/post/343051188/becher-water-towers


This in turn will help me 'create the world' of my project and furthermore assist in the morphing of the objects by providing me with the extremes that can then be used to map the change that would occur if the objects were to morph in real life.

At this stage in the research I am collecting images from various sources. As my research is focused more upon the generalities of the design of the object I am less concerned about the history of the piece and more upon the overall look of the piece that will become a part of a combined vision (colour, design, shape) of what that particular object may have looked like in the memories of the old woman in my project. Therefore images of the objects have been taken from various online sources such as online auction sites such as eBay, Etsy and online antique markets based on searches for the objects and the year in which they were popular or produced.

To collect all these images online I have been using a new online program called Pinterest. Pinterest allows me to set up virtual pinboards onto which I can pin images I have collected from online sources. I have created a pinboard entitled Vintage that holds all images of objects of significance from 30s-40s to modern day objects.

My boards on Pinterest

The Vintage board on Pinterest:














This virtual pinboard is not the analysis of the objects, merely a means of collecting them and organising them, however one of the benefits of the boards is the ability to see all objects laid out together and already I can see similarity in shape, colour and design across objects from the same era from cars to kettles to teacups. It is this later process of analysis in a comparative matrix that will allow me to capture an era and tell a story through a single object that will be the key to the success of my project.

Tuesday, April 17, 2012

Reality Check

You know that moment when you're working on story-beats based on your script and you get the feeling that you've lost control of the story? Well that's what has been nagging in my head as I struggled to visually rough out the script after a few rewrites. So after listening to guest speakers and looking through other peoples honours projects I started to think about what I was trying to cram into a year and whether I was in fact as my supervisor said I was, 'trying too hard.'



Having spent an entire Easter break thumb nailing and roughing out story-beats, today felt like a kick in the guts, but in an odd sort of way, one that I needed. I realised that I was indeed trying to fit in too much and trying to say too many things in the one piece of animation. After some discussion today I left my supervisor's meeting feeling a little deflated but also more than a little bit relieved because now it finally made sense. I now understood why I had been so stressed and why I was panicking- I had bitten off more than I could chew and I realised that I wanted to savour a morsel rather than chewing like mad to get it done to some kind of standard.

So now with a half completed collection of story-beats and a script in tatters I am planning to regroup and really think about what I want to say with this project and how I want to communicate with the audience. And the very notion that I can put this current version to one side rather than having to struggle on regardless is something that I am getting used to because in the back of my mind I knew that I had some kind of issue with the story, but I just couldn't see what that issue was until some plain talking identified it. At the moment, when I think about the wasted hours of storyboarding it makes me a little sad and a lot annoyed, but then I think I would rather sort it now than later because at least at this point I can move forward with greater clarity and a stronger commitment to my original premise without getting bogged down in an overcomplicated or unworkable story.