At
this years ASIFA-Hollywood Animation Expo 2000, held March
3 - 4 at the Glendale Civic Auditorium, AWNs very own Dan
Sarto moderated a two-session panel discussion on the prospects
and future of animation on the Internet. The short version of the
five-hour seminar is altogether unsurprising, but nonetheless encouraging:
broadband, Flash and you./p>
Weighing in at the event, with
their collective, experiential expertise, were representatives from:
Shockwave [1], AtomFilms [2],
Film Roman/Level 13, Mondo
Media [3], Spunky Productions, Harvey Entertainment and Toon Boom
Technologies. (Stan Lee Media hailed from the audience.)
I am told that a similar discussion
took place about two years ago, with various studio executives from
around town. The question has been, abidingly, "How are we
to make use of the emerging medium of the Internet?" I can only imagine that with
insouciant shrugs and a lot of hand-waving, the studio executives
of two years ago casually talked of re-purposing existing
properties for exhibition on the Net
Now, we see that the Internet
is a bit of everything -- a place to exploit and reinvigorate old
properties and a place to test new materials, a kind of proving
ground before expansion into other media. The honest and amusing truth
is, nobody knows the answer. Everyone is trying to figure out what
works, exactly. In some cases, as with AtomFilms, people are basically
inventing a marketplace for themselves; in others, as with Film
Roman/Level 13, they are bringing old business models to bear. The Future Is Lurking A lot of the actual animation
being produced right now is "dumbed down" for todays
technology, but everyone is anticipating the future. Shows are currently
in development with the promise in mind of what fiber optics and
broadband will allow. Philo Northrup, director of content acquisition
at Mondo Media, says that their episodic shorts are all designed
with the intention and ability of increasing in production value
as the technology improves. Just as the laying down of phone lines
in the middle of last century revolutionized communications for
that day, so too will broadband technology usher in a revolution
for ours.
For the most part, in one form
or another, we have been sitting around our campfires and hearths
for the last several thousand years, telling our stories. Our televisions
and computers are the modern fires around which we gather at nights,
to share ourselves and to invent our world. With the Internet, this
kind of cultural mythmaking becomes more mutual and participatory.
Are we inherently passive listeners and observers? How long will
it be before a new generation of audience emerges; before we accept,
as a society, the transformation of our televisions into an interactive,
co-created medium?
Karl Kronenberger, president
of Spunky Productions, says that he wants his companys programming
to be different than that for television: "We want a very customized
entertainment experience." What that means, in translation,
is: with the technology available to us constantly and exponentially
improving, it is possible to create characters and storylines that
conform to the users preferences and circumstances. (There
is a slightly intimidating, technical word for this -- "non-linearity.")
The idea is that, depending on the context or data of the situation,
an animated character could be customized, say, to look or to sound
like us. (If we are from Texas, perhaps the character articulates
with a southern twang.) Or depending on our interactive actions
and behaviors, a character could be customized to respond to us
appropriately. (Perhaps the animated character makes some timely
quip or suggestion regarding our on-line selections.)
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 [6] 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."
The Mighty Animator The producers and directors
answered with assurance: "The ultimate culmination will be the resurgence
of the storyteller."
With all of this discussion
about business models and marketing strategies, one member of the
audience asked pointedly, "What about the animator? How will animated
content on the Internet benefit us?"
The short end of it is -- the
Internet is hungry for content. Eric Radomski, executive producer
at Film Roman/Level 13, says: "Content is king. All the speed
and technology doesnt matter if you dont have good stuff
to show people." Radomski suggests that the Internet is a way
of "backdooring network TV." Level 13, he says, is a means
of having fresh eyes on the entertainment industry; of diverging
from the modus operandi of the networks. Eric Oldrin, of Shockwave, agrees
about wanting to "bust out from the old bureaucracy. Its
a full-time job, and a headache, to find good content." Bill Shpall, also of Film Roman/Level
13, knows that everyone has an idea -- the next greatest, genius
idea. But he also knows, from experience, that maybe 1 out of every
300 ideas will be successful with respect to how an audience responds.
How does one go about finding, and cultivating, the right idea? Again, no one knows the answer.
There is no formula for predicting the whims and fancies of the
publics appreciation. But this is the good news: even the
studio executives agree
The Internet levels the playing
field. Independent and entrepreneurial animators have as much opportunity
for exposure and distribution of their material as does anyone.
With the Internet still so novel, everyone has the occasion to be
heard: either in getting their own ideas out there, or in pitching
them to existing companies. If there is any one thing to
be taken away from the seminar, this would be it: these fledgling
on-line studios are definitely approachable. If you want to pitch
stories, if you want to be an animator, then go. Get involved now.
The Internet is craving your ideas and talent.
In The Beginning, The Word
Was
"You" Toon Boom helps to integrate
and converge the traditional animation pipeline with the particularities
of the Internet. Toon Booms software was created with the
concepts, process and management needs of traditional animation
in mind. You can take your drawings, scan them in, clean them up,
ink and paint them and vectorize them -- all with one program. Voila.
Your work is ready for the Internet. Toon Boom designed their software
for both the consumer market -- "a one person shop" --
as well as for the production houses. So? Now whats your excuse?
What are you waiting for? Go animate some cool stuff for cripes
sake! Gregory Singer grew up in
Maryland and studied biology there. After a tour of service in the
Peace Corps in Kenya, he finally wandered his way to Los Angeles,
where he is presently a graduate student of film producing at Chapman
University. Mr. Singer is also the assistant editor of the Animation
Journal, a peer-reviewed scholarly journal devoted to animation
history and theory.
Flash. Flash. Flash. So you
dont know how to use Flash? You come from a traditional or
design background? There are no worries. As an aside, and to conclude
this article, I wanted to share with you the real heroes, the true
harbingers, of Internet animation: companies like Toon Boom Technologies.
Links:
[1] http://www.awn.com/mag/issue5.01/5.01pages/dannachershockwave.php3
[2] http://www.awn.com/mag/issue4.10/4.10pages/dannacherinternet.php3
[3] http://www.awn.com/mag/issue4.12/4.12pages/dannachermondo.php3
[4] http://www.awn.com/imagepicker/image/3558
[5] http://www.awn.com/imagepicker/image/3559
[6] http://www.awn.com/mag/issue4.10/4.10pages/4.10recsurvey.php3
[7] http://www.awn.com/imagepicker/image/3560
[8] http://www.awn.com/imagepicker/image/3561
[9] http://www.awn.com/imagepicker/image/3562