Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts
Monday, 20 September 2010
some cool animations i found while browsing.
funny Russian cartoon from the 80s.
I don't know why I like this...It's really simple and sweet.
This is really good, though I hate it when cute things turn sad at the end ;_;
More awesome 3d animation.
Also...I can't wait for this!!! 5 years in production, Madhouse are going to inject pure adrenaline into my eyeballs and its going to be amazing style over substance.
Wednesday, 25 August 2010
RIP Satoshi Kon
"It's not that anime will never be the same with Satoshi Kon gone. It's now much more likely that anime will always be the same." - Jeff Betteridge on his twitter.
I love this quote, Kon's animation was true art not just throwaway trashy entertainment like 99% of anime. Perfect Blue is a masterpiece. Hopefully his works will inspire new directors to not just waste the medium on recreating reality and push the limits of 2d animation!
Time to catch up on the Kon works I missed, hopefully they'll make a box set or something.
Monday, 28 June 2010
Dreamy Theatre high poly weirdness
Ew ew ew, the PS3 add on for Hatsune Miku Project Diva [a Japanese rhythm action game] really creeps me out. Its way too uncanny valley and makes me think that anime doesn't work in 3d at all unless its got some kind of cell-style/toon shader on it like Valkyria Chronicle. Its mainly that model used with that animation that bothers me, its mo-capped and everything but it looks so unnatural. I think the PSP version of this game is totally cute and charming and its one of my favourites. The PSP forces everything to be in flat colour, so it makes things look more like a cartoon and not like some creepy doll. The 'realistic' cloth and lighting in Dreamy Theatre kills the stylisation for me. Segaaaa, why do you do this?
PSP -
PSP -
Monday, 27 July 2009
Mameshiba~
Monday, 23 March 2009
Creativity, part II
This blog is a follow-up to our previous discussions on creativity. Last time, we established that creativity is a means of producing original ideas which have value, i.e. a purpose, or are highly skilled. It is something that applies to every role or career, and should be encouraged and nurtured to develop from early on in a person’s life. Applied specifically to art and design, a piece of work is generally considered to be 'art' if it either shows a highly refined skill, or evokes some emotion in the viewer of the piece. Then in theory, art should be accessible to anyone with no room for elitism, but we know that's not the case.
After doing some research as to what other people define as creativity, specifically within video games, I came across this article which cited Little Big Planet as a game which stood out concerning Sony’s creativity, as opposed to Playstation Home which wasn’t as successful as it’s competitors. I've only played LBP game recently, and although the concept of a side-scrolling platform game isn’t original anymore, there are small aspects that stood out such as the variety of minigames, and how you can ‘stamp’ your character and home with pictures or animated objects, or how you can control your character’s individual limbs and expressions. The whole visual style of the game has a sort of universal appeal which has attracted a variety of age groups of both genders.
I liked how the game tries to promote creativity, though the limitations do provide the easy option of making random choices rather than creating ‘original content’. Although this does seem to be possible, it isn’t the main focus or most accessible part of the game, and is more evident in games like ‘Drawn to Life’ for the DS. I also appreciated how LBP didn’t have an obvious bias towards either gender, which is a step towards getting rid of the mentality of ‘girls’ games and boys’ games [although, I think most of these are fine for young kids].
It’s also stated that the best ideas are ‘coincidental’, are usually simple, and have a tendency to stick with you. There is a problem with this theory when it comes to real life, as the ideas you come up with entirely off your own back, as a passing or reoccurring thought, are usually so personal only you yourself would find them interesting. There’s a very low possibility of these types of ideas actually appealing to other people and being recognised as valuable. Valuable ideas are formed by reworking these passing thoughts over and over, by doing research, and surrounding yourself with similar things. That’s why being surrounded by other creative people doing a similar thing to you at University is more motivating than being at home, and keeping up with the art scene and games industry is beneficial, I think, as it is usually quite inspirational. I think it’s important to be critically aware of the industry you want to go into [conerning games, this is something I need to work on].
On a slightly related note, if anyone’s interested in Superflat, I watched a short animation recently by Studio 4 °C, who are probably one of the best commercial studios right now, in my opinion. Their stuff has this amateur feel to it which reminds me of indie festival style anime. Thought I'd share!
Director is Daisuke Nakayama, this one really does look like a hiphop-influenced Imaishi [Dead Leaves, Diebuster]. I do spend quite a lot of time watching cartoons, so when something stands out from the 90% of rubbish Japan produces, I get excited. I’ve never actually wanted to be an animation student though, I know I get too caught up on the small details to churn out the amount of storyboarding, etc that’s required. Of course, Game Art is probably more difficult..!
After doing some research as to what other people define as creativity, specifically within video games, I came across this article which cited Little Big Planet as a game which stood out concerning Sony’s creativity, as opposed to Playstation Home which wasn’t as successful as it’s competitors. I've only played LBP game recently, and although the concept of a side-scrolling platform game isn’t original anymore, there are small aspects that stood out such as the variety of minigames, and how you can ‘stamp’ your character and home with pictures or animated objects, or how you can control your character’s individual limbs and expressions. The whole visual style of the game has a sort of universal appeal which has attracted a variety of age groups of both genders.
I liked how the game tries to promote creativity, though the limitations do provide the easy option of making random choices rather than creating ‘original content’. Although this does seem to be possible, it isn’t the main focus or most accessible part of the game, and is more evident in games like ‘Drawn to Life’ for the DS. I also appreciated how LBP didn’t have an obvious bias towards either gender, which is a step towards getting rid of the mentality of ‘girls’ games and boys’ games [although, I think most of these are fine for young kids].
It’s also stated that the best ideas are ‘coincidental’, are usually simple, and have a tendency to stick with you. There is a problem with this theory when it comes to real life, as the ideas you come up with entirely off your own back, as a passing or reoccurring thought, are usually so personal only you yourself would find them interesting. There’s a very low possibility of these types of ideas actually appealing to other people and being recognised as valuable. Valuable ideas are formed by reworking these passing thoughts over and over, by doing research, and surrounding yourself with similar things. That’s why being surrounded by other creative people doing a similar thing to you at University is more motivating than being at home, and keeping up with the art scene and games industry is beneficial, I think, as it is usually quite inspirational. I think it’s important to be critically aware of the industry you want to go into [conerning games, this is something I need to work on].
On a slightly related note, if anyone’s interested in Superflat, I watched a short animation recently by Studio 4 °C, who are probably one of the best commercial studios right now, in my opinion. Their stuff has this amateur feel to it which reminds me of indie festival style anime. Thought I'd share!
Director is Daisuke Nakayama, this one really does look like a hiphop-influenced Imaishi [Dead Leaves, Diebuster]. I do spend quite a lot of time watching cartoons, so when something stands out from the 90% of rubbish Japan produces, I get excited. I’ve never actually wanted to be an animation student though, I know I get too caught up on the small details to churn out the amount of storyboarding, etc that’s required. Of course, Game Art is probably more difficult..!
Saturday, 17 January 2009
Creativity
1. • Creativity is defined as the tendency to generate or recognize ideas, alternatives, or possibilities that may be useful in solving problems, communicating with others, and entertaining ourselves and others. (page 396)
• Three reasons why people are motivated to be creative: 1. need for novel, varied, and complex stimulation 2. need to communicate ideas and values 3. need to solve problems (page 396)
- Human Motivation, 3rd ed, Robert E. Franken.
I like the ideas presented in this article, particularly that creativity is not limited to the arts; instead it is a requirement for everything we do that needs independent thinking. Problem solving of any kind requires creativity, I see it as the formulation of ideas which is necessary for an intelligent individual. And since all of us humans are intelligent, as well as some animals, we are all creative. I think it’s sensible to gauge a person’s creativity by how much of that energy is put into use. Using arts as an example, a productive person who fills a sketchbook a month will be said to be more creative than someone who keeps their ideas in their head, but doesn’t act on them. Objectively, I think its fair, because we can’t see inside the heads of others. Their own ideas have to be expressed, creative ideas in the form of drawing/fine art, music, poetry/prose if the individual is interested in those things. Equally, science and mathematics both require creativity to progress. It’s a part of the brain we’re born with in order for us to live, e.g. attaching sharp rocks to sticks to make tools is a creative process. So in answer to the questions in the task description, everyone on a team must be creative individuals, moreso than the average person because their own creative skills are essential to their job and success.
When creativity manifests itself visually, it is usually linked with ideas that seem original in comparison to the rest. Something that is plagiarised has a less creative process to it than an idea that has been fully developed and researched, despite the technical skill. Although it’s fair to argue that nothing is original any more, I don’t think there is a limit to ideas which are different from anything that has been done before. It’s just harder to get to that level. In my opinion, an idea which consists of both research and imagination is extremely creative even if it’s been done before, as it’s very unlikely the two will be that similar, as long as the idea has been refined by the creators own unique imagination, to avoid cliché.
Creativity in games, is something you feel when you get excited about playing, or you notice many things in the game which stand out to you as being interesting, as well as the overall ambiance of the game. From there you can try and guess the creative process of the artist, as however loosely, ideas are based on something real, that is, your own experiences. Some companies I think are particularly visually creative are Monolith, Atlus, and Oddworld Inhabitants. I’ve always been fond of Devil May Cry’s Bosch-inspired architecture and environments, fused with modern day cityscapes.



If it’s been done before and if I’m just being ignorant please tell me, but I’d really like to see a game with graphics in a more painterly style [I know of Ookami, though I’ve never got to play it]. Kind of like what Toei did with the Mononoke tv series, which is basically a moving Ukiyo-e, or A Country Doctor by Koji Yamamura, based on Franz Kafka’s short story. Imperfect, hand-drawn images work so well with animation I don’t see why it’s not the same with games. Perhaps the games industry thinks it looks pretentious? I hope not. I think many of their artists will start to come from a background more rooted in fine art with an understanding of periods and leading artists in history, who are more critically aware in general, like on our course where we’re shown films and learn about genre and movements. I love it.
As an artist, you show your creativity by the process that leads up to your results. Explaining that process is helpful sometimes, but usually visual development does not need much annotation, in my experience. When having your work acknowledged, having the technical skill to back up your ideas seems to be important. As long as the progress of your ideas is interesting and easy to follow I’d hope that it would be acknowledged. Some kind of instant appeal that makes an impression like stylised images or bold colour can make work more memorable. But I’m being really vague here.
This essay is quite an interesting break down of the components behind creativity; the un/importance of talent or ‘gift’ has always interested me particularly.
• Three reasons why people are motivated to be creative: 1. need for novel, varied, and complex stimulation 2. need to communicate ideas and values 3. need to solve problems (page 396)
- Human Motivation, 3rd ed, Robert E. Franken.
I like the ideas presented in this article, particularly that creativity is not limited to the arts; instead it is a requirement for everything we do that needs independent thinking. Problem solving of any kind requires creativity, I see it as the formulation of ideas which is necessary for an intelligent individual. And since all of us humans are intelligent, as well as some animals, we are all creative. I think it’s sensible to gauge a person’s creativity by how much of that energy is put into use. Using arts as an example, a productive person who fills a sketchbook a month will be said to be more creative than someone who keeps their ideas in their head, but doesn’t act on them. Objectively, I think its fair, because we can’t see inside the heads of others. Their own ideas have to be expressed, creative ideas in the form of drawing/fine art, music, poetry/prose if the individual is interested in those things. Equally, science and mathematics both require creativity to progress. It’s a part of the brain we’re born with in order for us to live, e.g. attaching sharp rocks to sticks to make tools is a creative process. So in answer to the questions in the task description, everyone on a team must be creative individuals, moreso than the average person because their own creative skills are essential to their job and success.
When creativity manifests itself visually, it is usually linked with ideas that seem original in comparison to the rest. Something that is plagiarised has a less creative process to it than an idea that has been fully developed and researched, despite the technical skill. Although it’s fair to argue that nothing is original any more, I don’t think there is a limit to ideas which are different from anything that has been done before. It’s just harder to get to that level. In my opinion, an idea which consists of both research and imagination is extremely creative even if it’s been done before, as it’s very unlikely the two will be that similar, as long as the idea has been refined by the creators own unique imagination, to avoid cliché.
Creativity in games, is something you feel when you get excited about playing, or you notice many things in the game which stand out to you as being interesting, as well as the overall ambiance of the game. From there you can try and guess the creative process of the artist, as however loosely, ideas are based on something real, that is, your own experiences. Some companies I think are particularly visually creative are Monolith, Atlus, and Oddworld Inhabitants. I’ve always been fond of Devil May Cry’s Bosch-inspired architecture and environments, fused with modern day cityscapes.



If it’s been done before and if I’m just being ignorant please tell me, but I’d really like to see a game with graphics in a more painterly style [I know of Ookami, though I’ve never got to play it]. Kind of like what Toei did with the Mononoke tv series, which is basically a moving Ukiyo-e, or A Country Doctor by Koji Yamamura, based on Franz Kafka’s short story. Imperfect, hand-drawn images work so well with animation I don’t see why it’s not the same with games. Perhaps the games industry thinks it looks pretentious? I hope not. I think many of their artists will start to come from a background more rooted in fine art with an understanding of periods and leading artists in history, who are more critically aware in general, like on our course where we’re shown films and learn about genre and movements. I love it.
As an artist, you show your creativity by the process that leads up to your results. Explaining that process is helpful sometimes, but usually visual development does not need much annotation, in my experience. When having your work acknowledged, having the technical skill to back up your ideas seems to be important. As long as the progress of your ideas is interesting and easy to follow I’d hope that it would be acknowledged. Some kind of instant appeal that makes an impression like stylised images or bold colour can make work more memorable. But I’m being really vague here.
This essay is quite an interesting break down of the components behind creativity; the un/importance of talent or ‘gift’ has always interested me particularly.
Wednesday, 14 January 2009
Various things I watched over the holidays in the early hours...
I’ve made this habit while being at home of falling asleep on the couch around 11 and waking up as a film on tv is starting at 1 or 2am. It started out with rather bad Nicholas Cage movies, Face Off and the one where he jumps out of a plane dressed as Elvis. Ok, I did like that one. Last night I watched Carry On Camel. Or something. I don’t know either, but I felt pretty bad for smirking at every joke, similar to what happened while watching Hairspray [2007], except I didn’t think it was bad. I thought it was pretty good in a way that it rehashed John Waters’ film for today’s audience. My friend who loves Divine and all things camp would slaughter me for saying this, but it was still delightfully camp, just in a 00 way instead of an 80s way. But I’m probably biased because I love musicals [Oklahoma on Christmas day? Oh yes], even though it is not at all cool to love musicals.
Yes, I was highly disappointed when no one would go and see High School Musical: senior year with me [so much woe], and I never understood why those films get so much hate from my generation. They’re for kids and should be watched as kid’s films. Maybe its confusing because the characters are meant to be older, and when I watched for the first time I thought it was being somewhat satirical, because I didn’t realise the actual target audience until I visited EuroDisney that year and saw how young those kids where. As a kid’s film I think it’s a good film, I don’t really understand what people are expecting for a low-budget Disney live action aimed at 5-10 year old girls. For the record if I had children, I’d rather them watch a week-long HSM marathon than read Twilight. That’s not aimed at me, but I can still hate it because the message is quite backward. But that’s my opinion. Does loving kids’ films make any more sense than hating them? Probably not, but maybe for those idiots still infatuated with Disney [read: me].
One of the interesting things that happened to me with the falling asleep on the couch thing was waking up at the start of a film called Journey through the Night. I think it was a film festival piece, 10 minutes long. A man on a sleeper train finds himself in the same cabin as a cannibal, who proceeds to describe in some detail how he would go about eating him. The man could easily change cabins any time, or alert someone, but instead forces himself to stay awake and continue the conversation of how to go about eating the human body. Suddenly everything changes to animation, A Scanner Darkly sort of thing but more painterly. I did not see the point of this, it doesn’t really do anything more than add a bit of visual intrigue and perhaps emphasize the disorientation resulting from lack of sleep. The conversation led into questioning some of the morality and philosophy behind cannibalism. The whole situation implied the man was somewhat fascinated with the idea of it, just staying there long enough is playing with death until he comes to his senses at the end and you see the cannibal being thrown out of the train.
I really liked this film. Its interesting, while being confronted with a situation where you could leave any time, something so horrific can begin to make sense even if you’ve never thought about that thing in no more depth than ‘this is wrong’, before your reasonable part wakes up and you realise there are some things you shouldn’t question, or possibly shouldn’t think about too much. I’m quite a squeamish person, but I’m fascinated by horrible crimes and terrible, strange things. I think it’s the same for a lot of people and it’s not particularly weird. Usually after indulging in crime/horror novels I find I can’t sleep much afterwards, but morbid curiosity/masochism continues to make you seek out more shocking things. I like the idea of seeing inside the criminal’s head before saying, ‘that’s evil’. Of course, everyone knows murder is wrong so perhaps it’s pointless to think about these things at all? I don’t think so. Understanding crime is important even if the physical outcome is the same.
Oh, I’ve written a lot already. There were other things I wanted to say, but I’ll leave you with some highly amusing anime.
Possibly don’t watch if you’re at all offended by claymation gore.
Also, I was so disappointed I didn’t get to see The Mist today! I love horror films so I’ll seek it out on my own. I’ve had a bit of a nasty illness.
Yes, I was highly disappointed when no one would go and see High School Musical: senior year with me [so much woe], and I never understood why those films get so much hate from my generation. They’re for kids and should be watched as kid’s films. Maybe its confusing because the characters are meant to be older, and when I watched for the first time I thought it was being somewhat satirical, because I didn’t realise the actual target audience until I visited EuroDisney that year and saw how young those kids where. As a kid’s film I think it’s a good film, I don’t really understand what people are expecting for a low-budget Disney live action aimed at 5-10 year old girls. For the record if I had children, I’d rather them watch a week-long HSM marathon than read Twilight. That’s not aimed at me, but I can still hate it because the message is quite backward. But that’s my opinion. Does loving kids’ films make any more sense than hating them? Probably not, but maybe for those idiots still infatuated with Disney [read: me].
One of the interesting things that happened to me with the falling asleep on the couch thing was waking up at the start of a film called Journey through the Night. I think it was a film festival piece, 10 minutes long. A man on a sleeper train finds himself in the same cabin as a cannibal, who proceeds to describe in some detail how he would go about eating him. The man could easily change cabins any time, or alert someone, but instead forces himself to stay awake and continue the conversation of how to go about eating the human body. Suddenly everything changes to animation, A Scanner Darkly sort of thing but more painterly. I did not see the point of this, it doesn’t really do anything more than add a bit of visual intrigue and perhaps emphasize the disorientation resulting from lack of sleep. The conversation led into questioning some of the morality and philosophy behind cannibalism. The whole situation implied the man was somewhat fascinated with the idea of it, just staying there long enough is playing with death until he comes to his senses at the end and you see the cannibal being thrown out of the train.
I really liked this film. Its interesting, while being confronted with a situation where you could leave any time, something so horrific can begin to make sense even if you’ve never thought about that thing in no more depth than ‘this is wrong’, before your reasonable part wakes up and you realise there are some things you shouldn’t question, or possibly shouldn’t think about too much. I’m quite a squeamish person, but I’m fascinated by horrible crimes and terrible, strange things. I think it’s the same for a lot of people and it’s not particularly weird. Usually after indulging in crime/horror novels I find I can’t sleep much afterwards, but morbid curiosity/masochism continues to make you seek out more shocking things. I like the idea of seeing inside the criminal’s head before saying, ‘that’s evil’. Of course, everyone knows murder is wrong so perhaps it’s pointless to think about these things at all? I don’t think so. Understanding crime is important even if the physical outcome is the same.
Oh, I’ve written a lot already. There were other things I wanted to say, but I’ll leave you with some highly amusing anime.
Possibly don’t watch if you’re at all offended by claymation gore.
Also, I was so disappointed I didn’t get to see The Mist today! I love horror films so I’ll seek it out on my own. I’ve had a bit of a nasty illness.
Monday, 29 December 2008
What happened
Amateur anime in the 80s
Amateur anime now:
The first film was shot frame by frame with an 8mm camera by three animation students, made for a scifi convention in Osaka. They would go on to found studio Gainax [Evangelion, FLCL, Gunbuster, Tengen Toppa Gurren Lagann, etc ect]. One of them was Hideaki Anno, one of those anime directors where when you see one of his films, you can recognise anything else he's done, because his own style is so heavily imposed on it. Everything is hand drawn and its all pretty crude but its still exciting to watch. In Daicon IV [the film with ELO music] the animation staff increased to 9 or 10, all of them future Gainax animators [including Yoshiyuki Sadamoto, recently did illustrations/concept art for Rebuild of Eva], still as an amateur studio you can see how good the production values are. Some of the effects just put modern animation to shame. Unfortunately, this was the best quality video I could show you. Apparently it could never be commercially released because they never got permission to use the song Twilight or the Playboy bunny outfit, ha. Do you see all the references to Star Trek, Star Wars and American comics? There's also a load of old anime characters in the crowd at the end, I see Kamen Rider and possibly Char from Gundam, as well as Spock in a tux. I've written too much about it, but I love these! Its so interesting to see the first works of this studio.
The second thing I linked to is another piece of fan-made anime which was released yesterday at the 75th Winter Comiket . It's based on a series of shooter games called The Touhou Project created as an amateur work by a guy called ZUN, although he's nothing to do with this animation. The fanbase for this game is so huge [over 1300 artists circles selling fan-made manga at C75] Maikaze got professional voice actors to appear in the anime, so I was a little excited to see it, although I wasn't expecting much. I won't link to the whole unsubtitled 20 minute episode, but the animation shown in the trailer is pretty much the extent of what was on offer. The background art is nice, but actual 2d animation is really scarce, and I won't go into what I was expecting from the story/theme. I know I'm being quite mean to criticise such an amateur production, but Maikaze had unlimited time to make this, along with modern technology which is supposed to speed up the animation process; this looks like it was outsourced to Korea. They also had their love for Touhou to fire their blood! Its just so poorly crafted compared to what was being made all those years ago. I don't think I'm being to harsh to feel disappointed.
I'm sorry, I think I talk about my hobbies too much. But if you're at all interested in anime, anything by studio Gainax is worth watching. Even if you hate anime and are beginning to regret following my blog, I guarantee you there are great things amidst a vast ocean of shit. Even things which aren't about magical little girls.
Weekly tasks coming soon...Really...
Amateur anime now:
The first film was shot frame by frame with an 8mm camera by three animation students, made for a scifi convention in Osaka. They would go on to found studio Gainax [Evangelion, FLCL, Gunbuster, Tengen Toppa Gurren Lagann, etc ect]. One of them was Hideaki Anno, one of those anime directors where when you see one of his films, you can recognise anything else he's done, because his own style is so heavily imposed on it. Everything is hand drawn and its all pretty crude but its still exciting to watch. In Daicon IV [the film with ELO music] the animation staff increased to 9 or 10, all of them future Gainax animators [including Yoshiyuki Sadamoto, recently did illustrations/concept art for Rebuild of Eva], still as an amateur studio you can see how good the production values are. Some of the effects just put modern animation to shame. Unfortunately, this was the best quality video I could show you. Apparently it could never be commercially released because they never got permission to use the song Twilight or the Playboy bunny outfit, ha. Do you see all the references to Star Trek, Star Wars and American comics? There's also a load of old anime characters in the crowd at the end, I see Kamen Rider and possibly Char from Gundam, as well as Spock in a tux. I've written too much about it, but I love these! Its so interesting to see the first works of this studio.
The second thing I linked to is another piece of fan-made anime which was released yesterday at the 75th Winter Comiket . It's based on a series of shooter games called The Touhou Project created as an amateur work by a guy called ZUN, although he's nothing to do with this animation. The fanbase for this game is so huge [over 1300 artists circles selling fan-made manga at C75] Maikaze got professional voice actors to appear in the anime, so I was a little excited to see it, although I wasn't expecting much. I won't link to the whole unsubtitled 20 minute episode, but the animation shown in the trailer is pretty much the extent of what was on offer. The background art is nice, but actual 2d animation is really scarce, and I won't go into what I was expecting from the story/theme. I know I'm being quite mean to criticise such an amateur production, but Maikaze had unlimited time to make this, along with modern technology which is supposed to speed up the animation process; this looks like it was outsourced to Korea. They also had their love for Touhou to fire their blood! Its just so poorly crafted compared to what was being made all those years ago. I don't think I'm being to harsh to feel disappointed.
I'm sorry, I think I talk about my hobbies too much. But if you're at all interested in anime, anything by studio Gainax is worth watching. Even if you hate anime and are beginning to regret following my blog, I guarantee you there are great things amidst a vast ocean of shit. Even things which aren't about magical little girls.
Weekly tasks coming soon...Really...
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