Cartoonification – New Trend 2012
Science and technology are
intertwined with animation and magic.
In 1936, Walt Disney patented the Art of
Animation - using the Multiplane Camera in a way that allowed animators to
reuse backgrounds and other unchanged portions of an animated film. This
improved the quality of the finished film as well as cut time and cost.
In 1938 while watching a Mickey
Mouse cartoon, belief becomes easily suspended, because that B & W image is
nothing like the life one experiences once the lights go up.
In 1970
-Lilliane Schwartz debuted Pixellation one of the first digitally
created films to be shown as a work of art. She
worked early in her career with Bell Laboratories, developing mixtures of sound,
video, and art.
In 1978, Mickey would get his star
on the Hollywood Walk of Fame.
In 1988, Spielberg would give
Disney a shot in the arm with “Who Framed Roger Rabbit?”
Ask anyone you know who their
favorite cartoon character is and they will have an answer for you, possibly
more than one. Cartoons and animation are a part of our lives, our visual
entertainment, our early identity and frame of reference.
Animation had become so widely
accepted that in 2001, the Academy of Motion
Picture Arts and Sciences
introduced a new Academy Award for
Best Animated Feature.
The rise of animation has also
entered our living rooms in full force with video games that people play. At no
time more so than now, do people get behind an avatar, literally and
figuratively to spend hours inhabiting a character. 60 million+ hours have been
spent playing Star Wars The New Republic since it's release this Dec 20th.
It is a staggering amount of time.
According to the Entertainment
Software Association’s (ESA) 2011 Essential Facts About the Computer
and Video Game Industry, 72 percent of
American households now play video games. The average gamer is 37 years old and
has been playing for 12 years. It's a good demographic. The ability to be in the cartoon and run the
action has become a mode for many, all you need to earn that passport is an
avatar. While we embody our avatars, giving them greater or lesser powers than
we have on the other side of the small screen, we ask to be cartoonified in
order to join in the activity.
A few years ago VodaPhone created
“animated videos” of ZooZoo's – this was an ad campaign developed by Ogilvy
& Mather to convey different value added services offered by the mobile
phone company.
The videos while they look
animated, are made with people wearing costumes to look this way. http://youtu.be/Stc8G6RfCKY Why wear a costume though?
Why not be a cartoon? Consider this as a definite trend for video as we reach
into the new year.
Since YouTube's inception an
amazing number of hours of video have been watched, and every year there is a
Top Ten list. This year 2011, for the first time a cartoon has entered not only
the Top Ten but the top 5. Nyan
is a video game character that flies while you score for eating healthy foods.
(That the cat has a pop-tart body should be an alert to Kellogg.) This might be
the Nexus of game culture, cartoons and video.
The rise of inexpensive to produce
engines such as Xtranormal,
Stupeflix, or GoAnimate allows new technology to give rise to animation at the press of a
button. It doesn't allow for spectacular graphics, needs good writing to make an impact, and shows a
new direction in inexpensive animation platforms.
Whether your avatar is having fun
or function is up to you – when you begin recording that avatar in your virtual
world or game, then you are becoming a part of a story and able to do or be a
part of the grandeur that was Rome, the middle ages, or the far or near distant
future. Being part of the story, embodying this is another way of extending who
we are. And because these worlds exist so do the platform or structure within
which to be filmed.
The game engine platforms of video
games and virtual worlds allows a 360 degree view of various and more diverse
environments. They are ones we become more adept in, and active in through our
time there. These scenes and environments will move more into the forefront of
commercial activity as virtual assets also continue to grow. It allows
marketing departments to take chances, and to offer something very special for
small cost. This is a good example of game engine graphics coming
of age.
And if someone wanted to start
selling those Xtranormal teddy bears next Christmas on Amazon, I think there
would be a market for them.
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