The Next Wave: Animation on the Internet
Eric Oldrin, senior animation producer of Shockwave, says: "Everyone is searching for the
holy grail of interactive animation." Even now, companies like AtomFilms
and Shockwave are toying with this kind of dynamic animation. You
will see, in the coming months, the introduction of such characters
as Suckup Guy, and the Stock Market Psychic. You will be able to
e-mail tailor-made animated characters right to your friends
inbox, to taunt them with the dialogue, and look, of your choosing. A Flash In The Pan? Kronenberger explains that four
years ago, "It might have cost $300,000 to get an episode on
TV; and now, maybe for $50,000, someone can get a show out there.
Flash has limitations of 10-12 frames per second, but it is incredibly
cost-effective. For $25,000, one can produce a pilot show. And once
all of the asset libraries are in place, future episodes
might cost somewhere between $8,000-$12,000." With the advent of broadband,
DSL, faster processors and the whole hullabaloo, we may be able
to get back up to 24 frames per second, as with traditional cel
animation, but for now, Flash remains the most attractive tool for
one very simple, pragmatic reason: it is the cheapest. The Bottom Line The Internet may appear like
a new medium, but in terms of its marketing and distribution, it
seems to be following the same basic principles and models of cable
and early television. Francisco del Cueto, product manager for Toon
Boom Technologies, speculates that currently animation on the Internet
is in the same condition as cartoons on television 25 or 30 years
ago. No one quite understands the possibilities for the medium yet;
we are limited by technical considerations and the content is varied
and simple.
Among Internet animators, Macromedias
Flash is the product of choice these days, though, increasingly,
other companies are putting out similar programs to compete with
it. Why bother with Flash? As Karl Kronenberger says: "Flash
just blows everything else out of the water." Flash has tie-ins
to other software like Director and Generator, and it can even accommodate
the import of 3D-generated imagery. Flash is an elegant vector-based
(calculus-based) program, allowing for smaller file sizes, and thus
a smoother streaming of data to viewers, unlike the oftentimes cumbersome
bit-map files that require a huge amount of time to download. (And
you thought math was useless.) Most importantly, Flash allows for
that magical, desirous goal of interactivity.
Despite ones love for
animation as an art form, in the context of Hollywood, it is ultimately
a business. The dollar dictates.
But the Internet serves the
function of being a huge test market; it is a kind of facile development
tool. While there are smaller efforts
geared toward businesses or education, much of the animation being
done naturally involves entertainment. Karl Kronenberger says, "You
can reach more people than you do with TV; you can do it faster
and with the same or better quality." Spunkytown, as a Web
site for children under 12, has the unique challenge of juggling
the education, entertainment and business values of its shows. Market
research suggests that 85% of its content is being watched by children
with the supervision of their parents. It is not a trivial hurdle:
how does one integrate content intended for kids with e-commerce
intended for adults? Dan March, executive director
of new media at Harvey Entertainment, agrees: "We approach
the Web a little differently. Targeting kids, the demographic is
a completely different business on-line." With children, there
are no credit cards, the advertising is not the same and federal
regulations preclude collecting e-mail addresses. "The economics
of the Internet are working against us," March says. So, how are people generating
income? Dean Terry, senior vice president
of creative development at AtomFilms, explains: "Youd
be surprised at the enormous amount of money that can be gotten
from a product mass-introduced on the Net." AtomFilms just
recently celebrated the one-year anniversary of its launch, and
much of its financial success is directly attributable to its sales
of DVDs and videos. Kate Connally, manager of content
acquisitions at Shockwave, summarizes: "There are different
streams of revenue: banner ads; special corporate sponsorships;
product placement (which is a little more involved); pay per view,
and pay per save (in the future); syndication (licensing your material
out to other sites); and the big payoff -- ancillary media (television,
film, games and merchandising)." "Basically," Connally
says, "we are incubating properties for better success in other
media."
























Post new comment