Semiotics within Concept Art Constructing Visual Language A Thesis Submitted to the Faculty of the Animation Department in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Animation at The Savannah College of Art and Design Maeve M. Broadbin Savannah, GA © November 2015 Larry Valentine, Committee Chair Aram Cookson, Committee Member Holly Goldstein, Committee Member Acknowledgements Thank you to the faculty of SCAD, my friends, and my family. Table of Contents 1. List of Figures 1 2. Abstract 2 3. Introduction 3 4. The Basics of Visual Vocabulary 6 5. Developing a Language 10 6. The Use of Symbolism 14 7. Successful and Unsuccessful Visual Language 17 8. Benefits of a Visual Vocabulary 21 9. Conclusion 21 10. Application: Body of Work 23 11. Appendix A: Visual Component 27 12. Filmography 43 13. Bibliography 44 List of Figures Figure 1: The Gates (Project for Central Park, New York City) 3 Figure 2: Concept Paiting by Méliès 4 Figure 3: Still from A Trip to the Moon (1902) 4 Figure 4: Character Design from The Croods (2013) 7 Figure 5: Character Design Sheet from Aladdin (1992) 8 Figure 6: Concept Art from Rise of the Guardians (2012) 10 Figure 7: Shirley Temple’s Good Ship Lollypop 12 Figure 8: Still from Cats Don’t Dance (1997) 12 Figure 9: Still from Coraline (2009) 13 Figure 10: Still from Coraline 13 Figure 11: Chart from Barthes’ Mythologies 14 Figure 12: Concept art from Princess and the Frog (2009) 17 Figure 13: Concept art from Lady and the Tramp (1955) 17 Figure 14: Still from Foodfight! (2012) 19 Figures 15-20: Visual Exploration of Thesis (Body of Work) 22-24 1 Abstract Semiotics within Concept Art Maeve M. Broadbin November 2015 This thesis paper examines how concept artists employ visual language for world building. This analysis will break down the elements that make up a visual language, in order to assess the delivery of information from film to audience, focusing on the semiotic roles of visual language. An assessment of the terms signifier and signified reflect various possibilities to create complete worlds with rich backgrounds in the most proficient way possible. Keywords: Concept Art, Animation, Semiotics, Visual Development, Symbolism 2 INTRODUCTION Concept art, otherwise known as visual development, refers to the images created to help the production pipeline of animation envision the final product, whether in an abstract or practical sense. While written prompts can explain an idea, visual development uses shape language and design to convey a wide array of ideas and possibilities. In order to examine conceptual art in early animation, it is helpful to examine its predecessors. The term “Concept Art” has been used by many different industries, each with various applications. Advertising, industrial design and publishing industries have been large industries that recognized the advantage of pre-production art early on, to help encourage potential investors and ultimately sell products. Even within the spectrum of fine art, there is often a large amount of pre-production work involved in realizing a final product. The maps, blueprints, and concept sketches by the artists Cristo and Jeane-Claude, for example, are Figure 1 The Gates (Project for Central Park, New York City) Drawing 2003 in two parts . 3 displayed in a visually conscious way within galleries, as seen in Figure 1. This “preparatory” work, as it is defined on the artists’ website, is not only integral to the final product but has its own intrinsic value.1 The concept art becomes a fundamental aspect of Cristo’s work, elevated to fine art status. However, it is the pre-production art of live theatre that is most directly the precursor of pre-production in movies. A prime example would be the works of early 19th century filmmaker Georges Méliès, who transitioned from stage to film. Known for bringing his background as a magician to the realm of film, Méliès’ movies often included special effects and fantasy landscapes. In order to bring imaginary characters and places to life, he provided sketches to illustrate what was needed for set designers and background artists. As seen in Figures 2 and 3, Méliès used these preparatory sketches to help realize the final product. A Trip to the Moon Figure 2 A concept painting by Méliès. Figure 3 The final still from A Trip to the Moon (1902). 1 “Preparatory Images: The Gates”, Christo and Jean-Claude, accessed September 1st, 2015, http://christojeanneclaude.net/projects/the-gates?images=preparatory#.VjjBM7erSHs. 4 (1902), Méliès’ film about a fantastical space voyage, was initially thought out on paper before it was filmed. These sketches and paintings created the foundation for Méliès’ mature visual style.2 Like Méliès, Walt Disney also needed preliminary sketches for his films. He employed a group of artists within the large Story Department, later to be broken off into an independent unit known as the “Visual Development” Department. Early artists like Gustaf Tenggren represented this transition, beginning in background and eventually creating “dozens of stunningly beautiful little mood paintings that defined the overall style of the Silly Symphony.”3 Eventually, the studio came to rely heavily on these artists. Animation professor John Canemaker describes in detail the department, and by extension, what concept art truly means for animation: The ‘inspirational sketch’ or ‘visual development’ artists, designers, and stylists create conceptual artwork that explores the visual possibilities in a literary property. Through daydreams and doodles they attempt to ‘find’ the film: the appearance of the characters and their relationships, the action’s locale, a sequence’s mood and color, costume and set designs, suggestions for the staging of scenes, gags, and a production’s overall style.4 Concept art is the basic visual language created for the style of a film. This language is constructed from a visual alphabet of shape and color. The visual syntax is then composed 2 Elizabeth Ezra, Georges Méliès: The Birth of the Auteur (New York; Manchester: Manchester University Press, 2000). 3 Pete Docter and Didier Ghez, They Drew as They Pleased: The Hidden Art of Disney’s Golden Age (San Fransicso, California: Chronicle, 2015), 134. 4 John Canemaker, Before the Animation Begins: The Art and Lives of Disney Inspirational Sketch Artists (New York: Hyperion, 1996), IX. 5 through repetition, omission, and modification of these elements. Finally, images are made to dictate mood and story. In order to create successful concept art, and thus a successful visual precedent for a film work, this visual alphabet must be examined. BODY OF INVESTIGATION THE BASICS OF VISUAL VOCABULARY In order to fully understand a visual vocabulary, the foundations of visual language must be broken down and explained. Throughout history, humankind has used shapes and colors to depict imagery. Once again, we can draw on the parallel of the spoken word: a series of sounds strung together creates a word, which carries a message, while these aforementioned visual components create forms that carry their own message. Shape and color can be equated to the “sound” of visual language. At the most basic level, a shape on paper can depict something that exists in the threedimensional world. When one wants to depict a human head, the most basic representation is a circle; a triangle represents a mountain, and a square can be a box. Beyond the basic forms shapes mimic, there is a subconscious language of shapes that has been studied extensively in psychology and art history. Within concept art, shapes usually are given personalities that transfer into the object or character they create. A common 6 association, for example, is that squares represent stability. Takao Noguchi, a character designer on The Croods (2013), explains how the character Grug is based off the square: We envisioned this big, square body and football shaped head…Grug’s square shape represents toughness and power, both his position within the family and his responsibility for it.5 Figure 4 Grug’s Character Progression. These shapes can be combined and subtracted from each other to display more complex character traits. For example, the character of Eep from The Croods needed to have various traits: 5 Noela Hueso, The Art of DreamWorks the Croods (London: Titan Books, 2013), 27. 7 Since Eep is a blend of both her parents, we gave her a wide, triangle-shaped body on top, which indicates that she’s tough and athletic; a round face, indicating her softer, more feminine side…6 The artist considered the aesthetic and the psychological implications of shape and design. These personalities that shapes indicate can change from film to film, depending on what shapes are present and absent. For example, the triangle shape of Eep is tough and athletic, but the triangle structure of Jafar from Aladdin (1992) is menacing in comparison to the Figure 5 The main lineup of the cast of Aladdin are mostly made of softer shapes rest of the characters. Color is also an efficient vehicle for emotion. Culturally there are many subtle differences, but there is a general accepted mood behind each hue. Blues are calm and restful, 6 Ibid., 39. 8 while reds are active and powerful. Patti Bellantoni, a teacher at the American Film Institute, elaborates on strong emotional links between color and emotion in film. “Bright red is like visual caffeine. It can activate your libido, or make you aggressive, or anxious, or compulsive”, Bellantoni states, while blue is “quiet and aloof…think of The Cider House Rules or The Shipping News.”7 Color also changes meaning depending on what surrounds it; simultaneous color contrast is the phenomenon where two colors side by side affect how they are perceived. A red will look more vibrant next to a green, and a bright blue might be lost in a field of neon yellow. Similarly, the meanings of these colors are affected when put into a larger context. Each prop, background, and character are usually broken down into the two categories of shape and color. In Rise of the Guardians (2012), the characters were given a basic shape and a basic color scheme that reflect their environment and personality. Two of the many interesting aspects of the movie are that each character and their corresponding realm have their own shape language and color scheme. Beneath all their telling flourishes and details, the designs for each of the Guardians and their realms are rooted in simple shapes: North is based on a square; Bunny on a triangle; Sandy on a circle; and Tooth on a diamond. And the North Pole is predominately ice blue and gray, which supports the idea that North’s operation is one with the surrounding Arctic environment, allowing him to hide his workshop in plain sight…8 Within shape and color, there are a myriad of complex meanings and structure, which the concept artist can utilize to create both basic images and larger ideas. Using these building blocks, concept artists can apply a solid foundation of language for the audience to learn. The 7 Patti Bellantoni, If It’s Purple, Someone’s Gonna Die: The Power of Color in Visual Storytelling (Burlington, Massachusetts: Focal Press, 2005) 2-82. 8 Ramen Zahed, The Art of DreamWorks Rise of the Guardians (San Rafael, California: Insight Editions, 2012), 23. 9 next step in the visual vocabulary structure is the imagery created from shape and color. Figure 6. The basic shape language of the main characters from Rise of the Guardians. DEVELOPING A LANGUAGE In visual development, imagery is created when shapes and colors combine to create recognizable forms. Color and shape work together to have both visual meaning and emotional significance. When discussing the villain’s lair in The Princess and the Frog (2009), artists had to combine these two elements to emote a feeling of evil. In designing these more ominous settings of the city, the artists developed a visual vocabulary that would reinforce both the mood of the spaces and the characters that inhabit them. Tall, vertical narrow spaces and doorways, strong contrast, and unsettling light and shadow patters add disquiet to tables containing candles, bottles, statues, and scrolls. In all, elements of fantasy and terror are more pronounced and stylized as an environment for a smooth-talking operator looking for a big catch.9 9 Jeff Kurtti, The Art of The Princess and the Frog (San Francisco, California: Chronicle, 2009), 52. 10 Though color and shape must work together, the concept artist must also decide what type of imagery they will use. The imagery can be unique or highly referential, ranging from a distant alien palace to a stylized Statue of Liberty. Referential imagery benefits from already having meaning to the audience; it draws on the viewer’s previous experiences. When creating concept art for a film, artists will often cite “inspirations” and source material from existing architecture, art, or nature. Drawing from this source material gives a familiar base from which to start. The Princess and the Frog, for example, is set in New Orleans in the early 20th century. The architecture, including Art Nouveau and other design prevalent in the 1920’s, ornamental elements, even the signage helped to drive us towards a style and in a design direction. Most of all, we were inspired by the sense that it’s a real world, but one that has a uniqueness to it, an almost otherworldly quality.10 There is a benefit of using familiar imagery; it makes the story more believable and real for the audience. Later in the Princess and the Frog, an old New Orleans warehouse is repurposed into a restaurant. Visual development artist James Aaron Finch speaks on making this transformation realistic: “there are props that you put in there so people can understand that it represents a warehouse, an abandoned industrial space that she’s found.”11 This allows the audience to believe the visuals in front of them, and in turn, be invested in the story. “I think the challenge,” Finch continues, “…is to try and find the right visual language that will be 10 11 Ibid., 19. Ibid., 47. 11 identifiable for the audiences to see a transformation that is realistic.”12 Believing in the reality of the scene setting supports a complete immersion for the audience. Subverting familiar imagery has a large impact on the audience. The film Cats Don’t Dance (1997), for example, used the seemingly pristine image of Shirley Temple as the basis for their villain, Darla, as seen in Figures 5 and 6. The former film uses the imagery of New Orleans to support their story, while the latter uses the image of Shirley Temple to make the villain Figure 7. Shirley Temple. Figure 8. Darla from Cats Don’t Dance. character surprising and unique. These two films benefit from the meaning their referenced imagery symbolizes. Unique imagery provides an interesting challenge because the audience is unfamiliar with the visual language. The film Coraline (2009), for example, uses unique character designs with warped proportions and shapes. To provide continuity, Coraline takes advantage of color to support its imagery.13 The film takes place in two worlds: the everyday world and one that 12 Ibid., 47. 13 Coraline. Directed by Henry Selick. (Hillsboro: Laika Entertainment, LLC, 2009). 12 fulfills the protagonist’s desires. The worlds are literally mirrors of each other, with very little to differentiate between who is good and who is evil. However, the fantasy world is considerably more saturated and elaborate, while the real world is dull and grey. Later on, the fantasy world becomes a dangerous place, and the colors become unnaturally bright and vibrant. This is how the audience learns to differentiate between the two worlds, and as the plot progresses, these saturated colors soon feel unnatural and foreboding. Although the audience would be unfamiliar with the character designs and themes of the film, the concept artists utilized color to provide an overall theme that the audience would quickly understand. Figure 9. The “normal” world of Coraline. Figure 10. The “other” world of Coraline. The audience can use the groundwork of a visual vocabulary as a touchstone throughout the film. For example, to determine if a character is good or evil, the audience will not only refer to the basic psychology of shape and color, but will also reference the previous images they encountered within the film. Basic pattern and selection utilizes here, as the audience has 13 been exposed to and is now fluent with the visual language of the film. Imagery can now be used as an efficient vehicle for meaning. This transfer of information from imagery to audience can be further examined by looking at semiotics. Semiotics, commonly known as the study of signs, is also the study of this transfer of information, and how it exactly occurs. A well-known theorist and linguist, Roland Barthes, studied Semiotics extensively and wrote about this transfer of information in his book Mythologies (1957). 14 Using the example of Barthes’ Myth, one can plug in imagery and see how it turns into a symbol. Figure 11. Semiotics, as explained in Barthes’ Mythologies. THE USE OF SYMBOLISM Semiotics is defined by UCLA Professor Erkki Huhtamo as a “field of research that studies signs as an essential part of cultural life and communication. According to semiotics, we can only know culture (and reality) by means of signs, through the processes of signification”. Ferdinand de Saussure and Charles Sanders Pierce founded semiotics in the 19th century. 15 Many theorists from different fields have since elaborated upon the study, as sociology, 14 15 Roland Barthes and Annette Lavers, Mythologies, (New York: Hill and Wang, 1972). Erkki Huhtamo, Visual Communication and Semiotics, (Los Angeles: UCLA, 2003) 1. 14 linguistics, and psychology all use semiotics. Roland Barthes built upon Saussure and Pierce’s work to specifically examine images in advertising and products, exposing the psychological implications of imagery and how it can be used to subconsciously instill values.16 Roland Barthes divided Semiotics into two categories: Language and Myth. As illustrated in Figure 9, Semiotics can be broken down in to a very basic formula. A simple example would be a picture of a single four-leaf clover in a vast field. First category is the language: The signifier is the ink and color, the signified would be the clover and field. These two combine to the third sign: a clover in a field. Signified from this is luck. Ultimately, the myth is what is derived from the signifier and signified. The myth derived from this second level of signifier and signified is that clovers are rare and lucky. This principle can be applied to the visual foundations discussed previously. For instance, the meaning of the four-leaf clover could change if its leaves were suddenly sharp, or the color changed. Concept art exploits the ability to take existing symbols and either support them, change them, or reject them based off the choices the artist makes with their visual alphabet. Beyond identifying the signified and signifier, there is the process of encoding and decoding symbolism. Stuart Hall, a cultural theorist who furthered Barthes’ research on semiotics, describes images as being initially “encoded” with meaning, then “decoded” when the audience receives the message and interprets it. The encoding happens “in the production process and in the placement within a certain cultural setting”, meaning the process and the environment in which the image is shown both have an effect on meaning. The decoding of the 16 Barthes and Lavers, Mythologies. 15 image, or in this case, visual language, by the audience can have several different outcomes. Hall name three separate stances an audience can take in regards to decoding an image: Dominant-hegemonic, Negotiated, and oppositional. The Dominant-hegemonic stance is when the audience accepts the intended and “dominant” message of the image. Negotiated stance is when the audience created their own version of the image; they take their own opinions and apply them to the dominant message. Finally, the oppositional stance is when the audience completely rejects the message by either refusing to acknowledge it or accepting an oppositional meaning. 17 Visual development artists must be careful to chose imagery that is very clear to the audience so that the dominant message is received; the audience can be allowed interpretation, but an oppositional stance by the audience would mean the message, and therefore the visual language itself, has failed. When creating concept art, concept artists are careful to portray images that will at the very worst be accepted with a negotiated stance by the audience. In order to achieve this, artists usually work in reverse when creating symbolism. When creating a character, the visual development team must determine first what the character represents, or the sign, and then work backwards from there. During development for the villain’s lair of Rise of the Guardians, his representation was considered first: Since Pitch is considered a subtractive force (he thrives on fear and negative forces in the universe), the artists decided to take away the light from his palazzo, making it a realm full of sharply contrasting hues and dramatic, graphic shadows.18 17 18 Huhtamo, Visual Communication and Semiotics, 2-3. Ramen Zahed, The Art of DreamWorks Rise of the Guardians, 111. 16 Using the model of Barthes’ Myth, one can break down the meaning behind the lair: the sharp hues and graphic shadows are the signifier, the palazzo the signified. This is the visual language of the film. The palazzo in turn becomes the signifier of fear and negativity. Finally, this creates the sign of the palazzo being the villain’s evil hideout, a dangerous place. This is what Barthes labels as “myth”; an accepted meaning behind a sign. When concept art is able to lay out the foundations of semiotics successfully, it supports the feeling of continuity within the film. After the visual development team establishes an overall myth of a film, it is used repeatedly throughout. The audience recognizes the myth, which allows the film to progress smoothly without having to explain what certain aspects represent. SUCCESSFUL VISUAL LANGUAGE Figure 12. Concept art from Princess and the Frog. Figure 13. Concept art from Lady and the Tramp. 17 Throughout the history of animation, there have been many examples of successful visual vocabulary. An overall visual vocabulary can be already established by the studio. When creating The Princess and the Frog, the concept artists looked an older Disney film, The Lady and the Tramp (1955). Artist James Aaron Finch states, We knew we were working on a period piece and we knew that some of the architecture was of that Garden District and French Quarter feel, so we looked at Lady and Tramp not so much for the ‘application of paint,’ but definitely the caricature of shapes, and the compositional elements. Large foreground elements utilizing the screen shape, and then space of depth, and pattern, and a nice balance and rhythm of light shapes. 19 By using an already established visual language, the Princess and the Frog benefited from a strong foundation. Throughout the film there is no point where the audience has to be reminded where the film is taking place, or if a place if foreboding or safe. However, concept art can also be directed by the story, and the characters are shaped more out of their necessities and environment than a visual language established outside of their own story. The Croods is an example of this. Because the setting is pre-historic, the visual development team had to create a world and characters that were not as well documented as the 1920s New Orleans. Producer Jane Hartwell comments on how the look of characters were dependent on their necessity to be strong to survive: 19 Kurtti, The Art of The Princess and the Frog, 52. 18 We didn’t want them to be modern; but we didn’t want them to be stereotypical cavemen either. We wanted them to go out there and be super powered. The directors wanted them to be human and fallible but they needed to be special in their strength.20 Further along in the development, the team was challenged with creating a character, Guy, who represented the change within the group. The character had to have a unique design while still remaining human. Once again, the team wanted to look at the character from a design standpoint and from a practical, narrative-driven standpoint as well. Guy has an X-shaped body and a hexagon shaped face…his thin waist and wide ankles emphasize the difference between Guy and the Croods. His wider shoulders indicate toughness, while his narrow chin indicates that he’s eating cooked food, not just raw meat. 21 The character’s design comes from his role as an agent for change and because of his evolutionary status. A change in his diet from the main cast was one of the main factors that made him unique. Because of the strong visual vocabulary of the core cast, this character is automatically seen as “different,” and thus a catalyst for change to the audience. The film uses the established myth that the main characters look and act a certain way based on their design. The new character is different because of his shape language, thus giving him the sign of “different.” UNSUCESSFUL VISUAL LANGUAGE The visual language of a film will occasionally fail to portray myth efficiently to the audience. This is due to a lack of consistency in design as well as a weak commitment to the 20 21 Hueso, The Art of DreamWorks the Croods, 27. Ibid., 52. 19 visual language throughout the film. Foodfight! (2012) exemplifies an animation film that draws on too many influences, becoming confusing and ultimately unsuccessful. The film is based on popular food brands within a typical American supermarket. These products are all based in different visual languages, so there is no sense of coherence within the film. In addition, there are so many varied character designs that there is no visual harmony or hierarchy; each of these characters’ designs were originally created to stand out on their own. This creates a dissonance that is felt throughout the entire film. Foodfight had no original visual language because of the dependence on using varied characters based off food branding. The characters are visually conflicting in design, as seen in Figure 14. Still from Foodfight! 20 Figure 14. The variation in shape, color, and detail with the characters create confusing compositions. Likewise, the environment is a mixture of architecture and food packaging that has no unifying design element. THE BENEFITS OF A STRONG VISUAL VOCABULARY A strong visual vocabulary is a good foundation for securing a cohesive story for the audience. When the visuals are consistent and interrelated, the narrative can progress smoothly. Smooth character and environment design can only support the narrative, and make the experience more enjoyable for the audience. There is also an economic benefit to a successful visual vocabulary. When a strong visual vocabulary is established, a character can walk on screen and the audience will already know if they are an agent of change, such as Guy from The Croods, or a villain such as Jafar from Aladdin. If a film has a strong visual vocabulary, the audience will be able to interpret its content without having to be expressively told what it means. Because of this, there is less time wasted on exposition and dialogue. A strong visual vocabulary is essential for successful world building and economic filmmaking. CONCLUSION From a flag representing patriotism to a heart representing love, we have a tendency to construct our own modern “myths” from contemporary symbols and images, giving objectively 21 mundane entities great significance. These symbols become their own visual language, substituting image for text. Narrative animation is a medium built in iconic visual communication, and is an ideal method for modern myth building. Concept art is an exercise in creating a rich visual language that portrays myth with efficiency and economy. In animation, it is imperative to find the most straightforward avenues with which to deliver ideas to the audience, so viewers can draw conclusions from characters and settings from only a quick glance to avoid costly exposition. Concept art is an intrinsic part of the narrative animation pipeline because it creates its own visual language for the film by employing the idea of signified and signifier. A successful visual language builds upon a strong foundation of shape and color. The artists then can choose to use pre-existing symbols or create unique ones. At the very core, a visual language is based off a series of symbols that create a sub-narrative element throughout the film. The audience quickly learns to recognize the visual patterns of the piece, and the visual hierarchy becomes a narrative device that is just as informative as dialogue and action. Each time a new visual language is exposed to an audience, the audience learns the “mythology” of that particular film. This technique is utilized by art everywhere, however concept art is arguably the most reliant as well as the most successful in employing this idea. If successful, the audience is able to synthesize this information and be immersed within the film, allowing the visual language to communicate vast amounts of information within a short time period. Because of this, the audience can understand more information without being directly told. A successful visual language saves time, and therefore money for a narrative animation production. 22 APPLICATION- BODY OF WORK The synopsis of the work is as such: The world is still reeling from the discovery of Goliaths: large, somewhat sentient beings that roam the land. Though they do not seem to notice humans, they eagerly battle each other, resulting in catastrophic damage that has stretched to both coasts of the United States. Travel is hazardous, and the land is littered with Goliath parts that have dangerous and valuable uses. Even though much has changed, many have adapted: specific groups have formed that chase Goliaths across the country in order to harvest the prized wreckage of the Goliath battles. This visual thesis project employs Barthes’ Myth, and also considers the more common definition of the word “myth” as well. The “Hero’s Journey” is a well known storytelling arc that is present throughout history, and in a sense, the story structure as a whole is a signifier of myth throughout human history. Extending the parallel between Barthes’ Myth and the Hero’s Journey are the tropes that compose the journey itself. The sage, the hero, the moment of doubt, and the goddess are all symbols that have been adapted and changed throughout storytelling but remain mostly constant in their meaning. 23 Utilizing the traditional hero’s journey for story structure, this body of work will employ a large and varied language of modern symbolism. Visuals are reliant on American infrastructure and Americana; the audience already has a familiar relationship with these categories. Like Pop Art from the 1960’s, this work strives to have the audience reexamine familiar symbols in different context. These images use Pop Art design vehicles such as repetition, omission, and substitution to reframe popular imagery. Though the backstory has been thought out, the primary goal of this visual component is to display a body of work constructed from a base visual language. The intent of the visual component is a focus on shape, color, and imagery to create a harmonious visual language. The work includes color and lighting keys, with mood paintings and character designs. Finally, several moving vignettes demonstrate how this language would work in film. All pieces are made digitally with Photoshop, the industry standard, and some aspects of the work utilizes 3D models and existing photography. The 3D models are made in Autodesk Maya, as well as 24 Sketchup Pro. The photography is utilized in the concept art technique called “photo-bashing”, a process that manipulates the opacity, color, and contrast of a photograph. The image is then either cut up or warped to fit within the painting, and then is over-painted to integrate it within the piece. The color and lighting keys, as well as the thumbnails for the final paintings, have a specific process of creation. Colors are selected either from palettes from photographs or from basic color theory such as triadic or complementary color. Shapes and composition are created using processes such as photo-bashing as well as free-form shape creation, and then refined according to compositional and narrative demands. Another program used is Alchemy, a 25 random-image producing software that is shape-based. These are then taken to completion. The pieces were put on display, allowing the audience to examine the works one by one and observe the growth and process of the body of work. The display also drew heavy influence from the preparatory works of Jean-Claude and Christo. As seen in the figures on page 24, the display of the piece included preparatory work and color paletes similar to the preparatory work of the Gates. This demonstrates the timeline from thumbnail to sketch and finally to 3D image. As most of the work is stationary and illustrative, the method of display was traditional hanging within the gallery. The moving images demonstrate how the concept pieces influence the final look of the film. A projector played these next to the framed pieces, so that the audience was able to study the leap from stationary painting to moving film. 26 Visual Component 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 Filmography Cats Don’t Dance. Directed by Mark Dindal. Hollywood: Warner Bros. Animation, 1997. Coraline. Directed by Henry Selick. Hillsboro: Laika Entertainment, LLC, 2009 The Croods. Directed by Chris Sanders and Kirk DeMicco. Glendale: DreamWorks Animation, 2013. Foodfight! Directed by Lawrence Kasanoff. Santa Monica: Threshold Entertainment, 2013. Lady and the Tramp. Directed by Clyde Geronimi, Hamilton Luske, and Wilfred Jackson. Burbank: Disney, 1955. The Princess and the Frog. Directed by John Musker and Ron Clements. Burbank: Disney, 2009. A Trip to the Moon. Directed by Georges Méliès. Paris: Star Film Company, 1902. Rise of the Guardians. Directed by Peter Ramsey. Glendale: DreamWorks Animation, 2012. 43 Bibliography Beck, Jerry, Will Friedwald, and Warner Bros. Cartoons. Warner Bros. Animation Art: The Characters, the Creators, the Limited Editions. Beaux Artsitions. ed. New York: Barnes and Noble Books 2002. Bellatoni, Patti. If It’s Purple, Someone’s Gonna Die: The Power of Color in Visual Storytelling. Burlington, Massachusetts: Focal Press, 2005. Canemaker, John., Before the Animation Begins: The Art and Lives of Disney Inspirational Sketch Artists. New York: Hyperion, 1996. Christo and Jean-Claude. “Preparatory Images: The Gates”, Christo and Jean-Claude, accessed September 1st, 2015, http://christojeanneclaude.net/projects/thegates?images=preparatory#.VjjBM7erSHs. Docter, Pete and Ghez, Dider, They Drew as They Pleased: The Hidden Art of Disney’s Golden Age. San Fransicso, California: Chronicle, 2015. Ezra, Elizabeth. Georges Méliès: The Birth of the Auteur. New York; Manchester;: Manchester University Press 2000. Huhtamo, Erkki. Visual Communication and Semiotics. Los Angeles: UCLA, 2003. Hueso, Noela. The Art of DreamWorks the Croods. London: Titan Books, 2013. 44 Kurtti, Jeff. The Art of The Princess and the Frog. San Francisco, California: Chronicle, 2009. Zahed, Ramen. The Art of DreamWorks Rise of the Guardians. San Rafael, California: Insight Editions, 2012. 45
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