On Technique and Tweens: The Latest in Animation Trends

Charles Falzon, President of Gullane Entertainment, details the current trends in the animation business and warns to choose your animation technique carefully and never underestimate those tweens!

From its earliest incarnation as simple drawings photographed in sequence to evoke a sense of movement, to the sophisticated rendering capabilities of today's computer generated imagery, animation has undergone significant progression and advancement fueled by both artistic and technical innovations. But whether it's the beautifully hand-drawn animation cels that come together to create the classic artistry of a Snow White and the Seven Dwarfs or the cleverly crafted lumps of clay that tell the amusing tales of Wallace and Gromit, or the ingenious, albeit straightforward, presentation of Captain Pugwash in 3D, animation styles are often determined by the content and environment of the story it's trying to convey.

Is There Only CG?
While the latest hit animation series may fuel a number of similarly styled programs, such as the recent deluge of anime style series that are currently bombarding children's programming schedules, we at Gullane prefer to focus on the style of animation that is best suited to the property we are developing. However more often these days, we're seeing a shift from the Japanese anime style of animation (Pokemon, Dragon Ball Z) to more sophisticated computer generated imagery or CGI techniques.

Among the many benefits of CGI animation are reduced costs and efficient production schedules, not to mention the form's multi-dimensional abilities and lifelike textures, colors and properties. CGI also offers a flexibility to blend various animation styles with live-action, while also providing a sense of interactivity or connect-ability for the audience. CGI styles can range from the crisp, cold look of early video games and the futuristic look and feel of ReBoot, to the softer, warmer look and feel of Harry and the Bucketful of Dinosaurs.

Advancing technologies and desktop workstations have combined to make CGI more affordable as well as more accessible. When you factor in broadcasters' decreasing licensing fees, reductions in advertising commitments and the consolidation of the licensing and merchandising marketplace, more affordable animation programming becomes increasingly attractive to producers.

The Tweens
But before jumping on the CGI bandwagon, today's animation producers need to consider the sensibilities of the property they are developing and the tastes and perceptions of their target audience. The children that comprise our audience are not only more sophisticated than previous generations, they are also uniquely connected to what their peers perceive to be hip or cool. And those perceptions change as quickly as the wind. That said, there is also the growing "tween" demographic group. These are the 11 to 14 year-olds that are being so expertly marketed to by the music industry. Picture the audience at an *NSync or Britney Spears concert and you've got a picture of this unique demographic group.

The added attraction of developing animation programming for this group is that if you can attract these 11 to 14 year-olds, their younger siblings come along for the ride. The challenge however, lies in the fact that it doesn't matter if your animation program is delivered via 3D CGI, traditional cel, model animation, claymation or any combination of the above.









Comments


it is funny in thomas and the magic railroad.. they stuck to the model animation .. i didn't think this worked for the movie. it gave it a feeling of being 'cheap' movie
(not verified) | Thu, 08/29/2002 - 00:00 | Permalink
While I agree with general statements made above, my reflections bring me to ponder what I will deem as the 'Disney' target audience. Commercially, it may seem viable to target 11-14 yr olds to sell other products to, but what does this do for our respectful artform. Many in the community, both closely and more distantly aligned with the animcommunity are still touch and entertained by that 'good little un-spoiled part deep down in all of us' I think the recent production 'Shrek' and it's subsequent success illustrates this poignantly. Target this demographic, have fun with any production and as sure as oreos have cream 'tween, you'll succeed.
Gavin Stevenson (not verified) | Wed, 01/23/2002 - 01:00 | Permalink
I agree with about picking the right medium when producing an animated project but it should be in ways on how to best convey the story. Choosing what kind of show to produce based on extensive market research is the very reason why modern day cartoons are lackluster and visually unstimulating. Who wants to watch a bunch of kids sitting around talking and making fun of parents? Because of this, more and more people are turning to better shows like the original looney tunes instead of watching all this nonsense. Take advantage of the animation medium and do things that you can't do with live action. It's obvious that executives are in more control creativly than the artists....look at "Recess" and "The Proud Family"...shows that are full of attitude and an extesive amount of vocal chatter. It would seem to me, the best way to pick a subject and medium for an animated program is to follow what looks and feels good. Certainly don't follow what the demographics say. If everyone did what you recommended, we wouldn't have Wallace and Gromit or even Bugs Bunny. It's characters and shows like these that will stand the test of time.
(not verified) | Sun, 12/02/2001 - 01:00 | Permalink
I much rather watch Anime like Dragonball Z and Cardcaptor Sakura then those digitally animated shows, cause anime always has an interesting plot, the art is not 3D but it's still great. On those other shows they seem to concentrate much more on the art then on the actual plot of the show, and to be blunt it makes the shows quite boring.
a son (not verified) | Sat, 12/01/2001 - 01:00 | Permalink

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