Re:vitalizing Animation Through Virtual Studios

In building a more personal, varied animation future, Greg Singer offers perspective for collaborating online.
Posted In | Magazines: AnimationWorld, VFXWorld

"In over twenty years of professional work, nothing was ringing true," Cynthia Wells explains, of why she and her partner bothered to establish a virtual studio. "We wanted to do our own projects."

In working on Talullah, in muddling through the process of financing and producing the film, Geoff and Cynthia found that it was a great experience. "We didn't even necessarily know what we were doing," Cynthia remembers, "we were figuring it out as we went along." She continues, "But it was so satisfying, that was when I found the true meaning of happiness. I thought, 'This is it, this is what I'm doing now, forever and ever, I don't care if I have to go shoeless.'"

Talullah, running from the ghosts in her head, in The Shadow of Doubt. © Digital Theater Group, 2001.
It was a real enjoyment when the film started winning praise at film festivals, with its song "Shadow Days" getting airplay on local Jazz stations.

Though it is generally the hope and aim for an artist to exhibit his or her work to audiences, the feeling of vulnerability in such open, public expression can be both exhilarating and terrifying. Interestingly, this undercurrent of desire and trepidation is the theme of The Shadow of Doubt, in exploring the conflict of creativity and insecurity within an artist.

"There's a creative side to everybody, and you always go through this process of self-questioning," Cynthia Wells says. "It's very exposing, it's very challenging, but it's a healthy process you have to go through."

Cynthia is interested in the theory of theater that "because a thing contains a contradiction within itself, it moves and acquires impulse and activity." She adds, "The distortions of form and shape that are necessary to achieve movement in animation are not unlike the layers of contradiction within each of us."

In addition to cultivating a unique style and voice, in creating films that are challenging and that have emotional and aesthetic appeal. "The other aspect, the reason we did all this," Cynthia says, "was just for quality of life." She asks, "Who do you want to spend your time with? Who do you want to collaborate with? At work, eight hours a day, you're spending most of your life with these people."

Historically and currently, the production pipeline has its origins in factory work. Geoff explains, "I think what you need to do is take the factory mentality out of the creative process of making a film, and bring it back to a cottage industry mentality, where you have people, as during the early part of the Industrial Revolution, making these crafts out of their homes and then collaborating at the marketplace." He suggests, "The Internet does that today. That's why we call it a virtual studio, or global village."

View a café scene from The Shadow of Doubt. © Digital Theater Group, 2001.
Cynthia and Geoff made use of the hub and spoke model of production, whereby the director and producer act as a central touchstone for an array of collaborating artists and technicians.

Given the artists' varying degrees of familiarity with the Internet and the tools involved, Geoff comments, "It really shocked me, in a way, how successful it was. We would get an email, we'd review it, we'd instantly respond, because it took two seconds to evaluate what changes or direction were needed... We'd shoot a reply back to the artists, at their desks... They'd pick it up, do their work, and say, 'Here, take a look at this.'"

In speaking to the productivity of artists working from their homes, and the possible loss of studio culture in working remotely, Cynthia remarks, "You can have virtual meetings, and exchange the same amount of information over the Internet — through emailing; the occasional trip of the director or producer to visit artists; or you can meet as a team every once in a great while."

Geoff adds, "I think there is a necessity to bond, but it doesn't have to happen on a daily basis. In fact, it sometimes gets in the way."







Comments


This could not possibly have been more hpelful!

Boog (not verified) | Fri, 11/11/2011 - 18:16 | Permalink
hi greg s. , wow! whaat a great concept-cyber toons-production. this article was read with much excitment,as you gradually introduced the "players" and the clever way ..ALL were worked into the production. now ..i assume that many more creatives will be getting involved,for profit-and especially for the JOY of doing cartoons, with out a 'studio" pressure cooker atmosphere. do i see?..a entire "school" teaching this "way" of production?..and a reviloution going-on? this could literally "shake-out" the whole system of how big studios look at their competition, as the studio way could become inefficient? another comment about creating an -even more simple "immitation" of this new concept, would be for wannabees to get together as a smaller group,with less demanding "professionalism" involved,for the ..SAKE of getting some kind of first-hand experience production,for the sake of seeing their story and concept...materialised! not that this would be ...AS good as the folks who you wrote about -in this article,but simply for getting experience ...toward this professional approach of co-operative animation-making. i see this as a way of bringing new talent and new concepts...a better playing-field. will look forward to reading...MORE about this ,and wonder if...some time in the future, there will be all these "groups" working..and contracting with small-time investors, to do unheard-of concepts? lots of scenarios crop-up, and will look forward to reading..MORE ! thanks. my best dale"dawk" mc farlane
Dale Mc Farlane (not verified) | Sat, 05/11/2002 - 00:00 | Permalink

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