Feeds:
Posts
Comments

Archive for the ‘online animation’ Category

The differences between self published/small press/independent comics and mainstream comic has always been obvious. The themes, art style and characters are usually very different. But because of digital distribution, work from smaller publishers has access to more readers than ever before.

Publish to a Kindle, to an iPad, to a phone. Distribute your book around the world with a click. The small press vs. mainstream publisher divide is now an issue across all publishing genres, not just comics.

I’ve been discussing independent digital publishing on a comic book forum I belong to and its made me think about what a reader expects from a small publisher vs. a mainstream publisher.

Every publisher wants as many readers as they can get. A large publisher is like a TV network. It has to define success on a much larger scale. A hit on Network TV needs, say, 8 million viewers. Where as a successful cable show often has half that – or less. A large publisher is trying to sell to a broad audience. They will choose and edit manuscripts with this in mind. There are degrees to this of course. Some writers are considered more academic, some trendy. But in general a large publisher wants to appeal to as many people as they can.

A small publisher also wants to appeal to as many people as they can. But they can sell far fewer books and still make a profit and without the extensive editing process they are more likely to have work that is less refined. Or it may mix genres in such a way that a mainstream publisher wouldn’t know how to market the book.

Of course, that’s what I often love about independent comics and graphic novels. They are eccentric and fly as high as a creators imagination can take it and as low as their weaknesses let them fall. It’s the good and the bad of doing it all yourself.

I have different expectations about what I get from an ‘Indy press’ title vs. a major publisher comic. Just like the differences between a studio film and an independent film. They can both be great entertainment experiences. Each development method has unique weaknesses and strengths. A few projects from an Indy might be exceptionally polished and refined and excellent. And every once in awhile a studio film will be highly original and dynamic.

In publishing there is room for both. And digital distribution will allow for more people to see work from smaller publishers. And some of these new readers will discover and enjoy the unique energy and creativity found in many independent titles. The fact that the material is often so different from what a large publisher releases will attract an audience that had no easy access to this material before. The small press won’t look quite so small anymore.

Read Full Post »

artwork above is the ‘help and info’ screen from the soon to be released iPad Cave Bear and Duck comic book.

The dead tree publishing world is changing and change is not easy. It’s scary. It reminds us that our world is a complicated, interconnected realm and our place in that world is not set in cement.

There’s no doubt that material delivered on screens is the future. Exactly what screens? I’ll leave that debate up to the venture capitalists. But as an artist, I know I need to be on whatever screens are around.

Our iPad app has entered Alpha testing and will soon be on its way to the Apple store for approval. I’m making some final changes to the icons, navigation buttons and the support website. We have a good idea about what our next project will be, and that it will use a unique navigation method that would be impossible to do in a dead tree book. One of our goals is to develop some ideas that really exploit the platform. But there’s no reason to not publish a good comic book or picture book just as it is on the iPad.

Yes you can exploit the technology and platform to do some cool stuff, but when you write or record a song, you don’t try and use every instrument, just because you can.

The story is still the experience people are looking for, and if it can resonate with an audience there is no reason it can’t find success on these new platforms without a lot of wacky hijinks. Every book/app released on the iPad doesn’t have to be animated or turn into a puzzle game or let you color the pages.

There’s a lot of terms being used to define and explain what the future of books looks like. But the most important one is still ‘good’. Of course that’s the toughest one to agree on, to define, to market, to develop and make. But it’s the best goal to have.

Read Full Post »

reality2

This is an animated short I directed and wrote for Pearson Television back when they were still called Pearson Television. They still produce some ridiculously, phenomenally successful game shows under their new name. Like the one called American Idol. And lots more. I worked for Pearson as an online creative director and I did this project right before I started working for them full time. This was created at a small animation company I was at partner in at the time.

But this project was made on VERY short notice (about 2 weeks from call to completion – including writing the entire script and getting it OK’d ETC) and was used as onscreen entertainment at one of the Vegas trade shows in the Pearson booth. I don’t even remember which trade show.

The VO is by John O’Hurley and really makes the piece work. The right voice makes ALL the difference. And he recorded it in one take, on the set of a game show he was hosting for Pearson at the time. And I don’t know if I directed him in one sentence or did anything more than introduce the concept and the perspective we wanted the character to be coming from.

I’m posting this for two reasons. One, with only one voice and limited sound effects you can really appreciate a great voice performance. He makes the animation work. His diction, his timing and pronunciation all add to it.

And second, it’s a great example of what modern tools can let you accomplish. With a very small budget and  a very tight deadline, we squeezed a fair amount of animation out of it. Animated feature it’s not, but it works. Using backgrounds to build the scenes and using simple character animation in a now ancient version of Flash we ended up with a pretty enjoyable animated short.

This project followed us producing the first episode of what was to be a ten episode series called Hollywood Backlot where we created a pipeline for producing Flash character animation built from my style.

I still like the show that is described as it fades off – about people stuck in traffic. I’m sure some of that was ad-libbed.

See more of my animation on my animation page.

Reality TV short material -Copyright Pearson Television/Freemantle

Read Full Post »

I was active in developing and producing online animation since the first internet bubble burst back in the early part of the decade. A show I developed was optioned and produced by Mondo Media. I also co-created and launched a show called The Mr. Shrimp Show. It was developed as 2 minute segments featuring topical commentary in an oddly recognizable universe with a talking man-headed crustacean. Typical stuff really. It eventually aired in both the US (on G4 tv) and in the UK, was featured on WIRED magazines short lived animation destination site and was optioned for development by a large online company who shall remain nameless. A bit later I co-founded an online animation studio and we walked the dark, lonely, pathless world that was online entertainment in the late 90′s and earlier this decade.

I’ve worked in television animation since but I still return to interesting online entertainment projects, animated and live action, because of the creative freedom they offer as well as the promise of finding audiences outside the mainstream and figuring out how to monetize that.

Below is an essay I wrote back in 2001 when I was working as an online creative director for Pearson Television. It was featured in The Comics Journal issue number  232. It’s listed in a few academic collections and was even reading material for a new media/future of broadcasting class at MIT.  This is the original, unedited (some spelling mistakes will no doubt make it through!) draft that ran in Comics Journal. As far as I know they never made it available online. Recently I have seen more and more debate about how to produce online entertainment (and to make money from it) and the discussion seems eerily familiar to me.

The content is a bit dated. But I stand by the opinions I expressed and what happened to the business models that were being put forward. And almost every week I read  about companies that seem to be making the same mistakes that were made countless times just a few years ago. I have inserted updates on most of the URL’s mentioned in the essay.

Why Online Animation

Should Not be Tomorrow’s Television.

Walt Disney, the man, not the multinational corporation, is really to blame here. And Chuck Jones, and Tex Avery…they always made it look so easy. Cartooning, more particularly animation can create amazing entertainment dynasties from Mickey and Bugs to Spider Man and Bart Simpson.

Animation of course can also create amazing revenue streams. Toys, tee-shirts, licensing and marketing opportunities, software, syndication residuals and spin-offs. That kind of money gets a lot of attention in Hollywood. It is no coincidence that most of the major Hollywood studios have a lucrative and active animation arm and those that don’t spend an enormous amount of money trying to create one.

The traditional way of launching animated entertainment properties has been through television and film. Of course nothing lasts forever. The Internet arrived, and things just haven’t been the same since.

Though their ranks thin every quarter, here on the West Coast the Internet animation boom continues. In Seattle, Honkworm  (Now a dead URL -ed.) is still making fish talk.

Mondo Media (www.mondomedia.com) (still kicking, but using Youtube as a ‘distribution’ channel -ed.) continues to pursue the syndication track delivering topical 3-minute cartoons to almost every web site in the World.

Wildbrain (www.wildbrain.com) (The URL is still live because Wildbrain was always a fine animation house making great TV shows and commercials. Online was an avenue they flirted with and produced some of the best looking and funniest material. Since 2001 they have moved into the decidedly NOT virtual world of limited edition toys at kidrobot.com as well) continues to spend some of their considerable talents on Web projects.

Mediatrip (Now a dead URL – ed.) continues delivering some original content along with left over studio trailers and publicity interviews.

Spumco (now a blog about John’s work – ed.) follows the lead of the infamous John Kricfalusi with the most outlandish and well-crafted animation on the web, but still seems to be searching for a life outside of SouthPark comparisons and golden age retro styles.

Stan Lee Media (stanleenet.com is no longer a live URL. Turned into dust I guess – ed.) wants everyone to know that they are really…really, into superheroes.

Shockwave.com (still around. Game focused now. -ed.) was one of the first kids on the block, but now seems more interested in games and the repurposing of content than producing original programming. They recently distributed Tim Burton’s ‘Stainboy’ and it’s the only place a Tim Burton project that gets a million viewers over three weeks can even remotely be considered a success.

But the online Animation Company that gets the most press is Icebox (www.icebox.com) (Still an active URL that seems to be selling something to everyone. I wonder if they make enough to keep the servers running? -ed.). They brought in the big Hollywood guns. Writers and producers from proven properties like South Park, The Simpsons, King of the Hill and it seems just about every other show that’s ever aired on TV. They raised the stakes across the premature-born online animation industry by spending more, producing more and acting as lab rat for the notion you can birth a property on the web and move it into the lucrative TV market.

Icebox is a Los Angeles based ‘online’ animation studio that was founded in November of 1999. A relative latecomer to the online content game they bring together a mix of Hollywood insiders and corporate experience that brings high stakes to this game. Their mantra seems to be ‘develop animation on the Internet, pay the bills when you sell it to Television’. This type of thinking has changed the direction of online animation development and not for the better.

Most of the recent crop of online animation companies sprouted into existence in early-1998. Originally there was an interest in alternative forms of entertainment on the web. A chance to empower artists and the development of a new truly robust platform for original animation.

Early on every company I talked with and worked with was sweaty with the anticipation of being able to find talent outside of Hollywood. Yes, entertainment executives wanted those brave souls with creative talent who dare to reside elsewhere in the world! Of course once they found them, it might not really be such a different story from what’s happened to the young and idealistic of past decades when drawn to Hollywood. But never mind that. There was fear in the eyes of many in Hollywood that the next big animated property would be created and produced by some 10 year old in Des Moines, Iowa and the damn kid wouldn’t even need a Network or a Development Executive to help out.

This lead to more than one company journeying to out of the way places trying to recruit talent and days spent scouring the Internet for strange web sites and passwords to the ‘very-most-coolest’ of online animation. The Online Studios descended upon places like the Alternative Press Exposition in San Francisco, fighting over photocopied zines, and bizarre stories of alien abduction.

The truth is that the more adventurous hollywood talent scouts have been watching the  ‘alternative’ and ‘small press’ comics industry for years. Remember ‘Men in Black’— The independent comic. It was distributed by Aircel Comics in 1990, and created by Lowell Cunningham. Six years after the first printing it was turned into a blockbuster by Sony Pictures. There are many, many more examples. The difference is when studios used to look at the independent work they were looking for products that had broad appeal that would have a reasonable chance of making back some of the millions it would cost to develop and release a special effects laden movie or television series.

However, by late fall and early spring of 2000, the independent comics world didn’t turn up the next ‘Pokeman’ quickly enough, and the online animation studios turned once again to the tried and true talent in Hollywood. Ideas for building companies based on distributing and developing ‘outsider’ projects quickly dried up.

A new Business Plan was born. It called for offering opportunities to the top creative talent in Hollywood to produce content freely, unencumbered by the Studio System. A system that has, if nothing else, perfected feeding the majority of consumers in this country and overseas broad entertainment.

That’s where we stand right now. As 2001 approaches, the online content companies crashing and burning have began to slow, but so has the ability to raise venture capital and issue easy IPO’s. Internet animation has been resigned to a platform for television development. Will this pay off? Will glutting the Internet with 3 minute animated knock-knock-jokes prove a legitimate path to animated mega-entertainment Brand creation? Is any of this good for animation or Internet entertainment?

The argument in support of the current trend coalesce into three essential points:

“The Internet is the ideal ground to launch ideas for eventual television production.’

It seems to be the first entertainment platform being used solely to launch its products into some other medium with little or no revenue possibilities to support the growing staffs and rapidly advancing quality expected. Imagine the implications of television production having as its main goal, the launching of motion pictures. The Internet can produce great work, but it shouldn’t be developed to rely on selling properties to television in order to exist.

“By delivering shows cheaply and quickly and tracking response we will learn what will be a hit with audiences.”

How cheap and how quick? Is it really less expensive to develop 10 Flash animated episodes than taking a ripe idea, a good script, and some flashy art to a young producer at Fox or Warners or your friend’s agent at CAA? What exactly constitutes a hit in online entertainment? The announcement earlier this year of Icebox taking an online cartoon into television production seemed to be more a creation of previous relationships and creative alliance making than the fulfillment of starting an original property on the web and developing it once it becomes a huge success.

“We only need 1 idea in 30 to be a hit in order to be profitable.”

They seem to be sharing that opinion with most garage bands in the country. It seems one should possess a business model built upon something other than Vegas inspired odds making especially when you consider that these companies are going through 1-3 million dollars a month.

As the above points make clear, the current Internet Animation industry seems to have a clear perspective on one thing, you can make money if you are on Television! This represents a fundamental misunderstanding of what Internet animation is about.

The Internet offers the ability to launch material unencumbered by any corporate review process. The near zero-dollar investment for distribution is also great for would-be Ed Woods. I’m not saying this is a recipe for great work, but it would allow for original, creative work that does not have to play by the rules that exist for broad entertainment.

The main question becomes how do you define ‘success’? What kind of audience do you need to reach? Smaller periodicals can sustain themselves with a circulation of a hundred thousand. An original web show that does not carry the burdens of a large production studio should be able to find a method . This is no easy task given the unstable platform and the ever-changing technology but once those obstacles are taken away the audience for narrow-casting will only grow.

The most interesting shows on the Internet are the shows and sites that look nothing like a Network TV offering. Radiskull and Devil Doll (http://www.joesparks.com/radiskull/) (now the URL is his personal site. No longer hosted by Shockwave -ed.) and Doodie.com (still an active URL but features ‘lovely’ flashing banners and more ads than content -ed.) work well on the Internet exactly because they wouldn’t succeed on a television network where shows must attract millions upon millions of viewers. Online animation feeds a smaller, sometimes more, sometimes less selective audience. Most importantly, original online programs need find an audience only one 50th the size of NBC’s West Wing and could still be successful. The Internet offers artists a chance to get more particular, more personal, more crazed and at the same time draw on the millions of web-surfers world wide to find an audience.

Of course the difficulty for even these independent Internet ‘hits’ is finding a way to monetize that success. How do you pay to produce the show? All artists would like the opportunity to make a living from producing their work. Working the early shift at Starbucks in order to afford a night of animating or inking gets old fast. The Internet is the first mass distribution platform that can reach millions of people that is affordable to the average person. If you attract 200,000 people to your original online program every month (week?) eventually there will be a way to make a living from that. That is a far different than launching a show on a television network that MUST attract 6 million people every week.

The real value and excitement of Internet animation comes form the need NOT to please. The freedom that comes from not having to pay a staff of 100 artists, the ability to be small and original and not worrying about attracting 15 million people to share your vision. Seinfeld, Baywatch, Friends, The West Wing and Survivor succeed on television because they attract a huge number of viewers. They are broad enough to touch many people and keep them coming back. The price to do that?  It takes good writers (roughly a dozen for a season of a sitcom and we all know the quality that most people regard sitcoms as having. On a show like The Simpson’s there might be 20 writers/producers plus additional consultants for a season). It is hard work being funny for 10 million people every week. Television shows must also have fast thinking Producers, a Networks support, promotion and marketing, Directors able to convey story telling visually, flawless technical abilities and most importantly an idea that can attract and retain millions upon millions of viewers.

That’s the really tough part. Creating a television show that can attract a tired mom-and-dad for an hour every week, animation that kids rush home from school to watch, a comedy that leaves everyone in the office talking the next day, drama that can make people cry when a favorite character is felled by tragedy. This need to feed a huge number of people is both the strength and weakness of television. Advertisers will pay very well for a 30-second opportunity to talk with an audience that size. Television creates broad entertainment and broad entertainment is expensive to create, develop and produce.

That is the advantage of Internet animation. You don’t need to cater to a huge, broad audience.  Do your thing, and see if you can find an audience. ICEBOX brags that they have more than 30 Emmy winners creating work for them. I don’t understand how that would interest anyone dedicated enough to look for entertainment on the web. If I can watch their work on my 27 inch Television while sitting on my comfortable couch, why would I go through the effort to look at a 4×5 inch square featuring limited animation and mono audio while propped up in my office chair looking at a 15” monitor? I suspect a press release like that is meant to impress bankers and venture capitalists, but only if they aren’t thinking about the medium they are looking at. The Internet is an open distribution platform, where people can watch what they want when they want. The personal vision of an inspired creator might find an audience of like-minded individuals and that will produce great new work.

It looks like the current Internet animation companies will hasten the death of a platform for original, innovative online animation. It is very similar to what happened to the American comic book industry that was defeated in its early attempts to break new ground and speak to a more discriminating audience.

Throughout the 1940’s and 50’s comic book development in America was adversely affected by several things including the Comic Book Code Authority being imposed in the mid 1950’s. But there was also a driving desire to exploit characters for use in other mediums. That meant paying less attention to the possibilities of the Comic Book as a platform for worthwhile artistic development. There were, arguably, exceptions like Jack Kirby and Will Eisner. But overall the American comic book became a platform for broad entertainment, and was forced to appeal to the lowest common denominator.

Often an emerging art form, whether print making, painting, comic strips or animation acts as a default educator to the audience. Those who practice the art form have a responsibility to show the best of what can be accomplished; they have duel roles as artist and teacher. If you continually lower the bar, you risk destroying the possibilities of the medium. The comic book and graphic novel, while elevated to a unique and original art form overseas, became nothing but fodder to plunder for motion picture serials and television series. The comic book industry in America, with rare exceptions, failed to grow as an art form for several decades. It wasn’t until the rebirth of independent comics in the late 1960’s and again in the 1980’s that America began once again to innovate in one of its native art forms.

The Internet offers a fresh platform for original development. It shouldn’t need to be just a feeder for typical television material. It can deliver a unique, non-corporate, original and controversial idea and let individuals decide what to make of it. Internet animation should celebrate the strange the novel and the completely original.

The current Internet animation companies are destroying the aspects of the new medium that are most valuable. The moment that Internet animation becomes nothing more than a vehicle for television development, the medium begins to suffer. The very things that Internet animation doesn’t inherently have, high overhead, cumbersome production schedules, troublesome development egos, a temptation to curb vision to achieve ratings success, are exactly what the internet animation companies are forcing on it.

What’s really needed is a way for an individual artist or a small team that attracts tens of thousands maybe a hundred thousand fans via the Internet to make a living delivering their content. They shouldn’t need a major Hollywood studio to do that they don’t need Icebox to do that. They need a way for fans to directly support the programming they like. If all this Internet animation opportunity adds up to is another ‘development path’ for T.V, the promise of a free, independent, active, and original animation platform will be lost.

Read Full Post »

smpl_studioaka

This was passed on to me a few folks now, and thanks to them all! It’s a great find.

Based on the beautiful book by Oliver Jeffers this animated short looks amazing. The character design, the modeling and lighting. Amazing. When I see stuff that looks this original and has a story that is as rich and simple (yeah, rich and simple in the same sentence) as Oliver’s book,  it gives me hope for what will be unleashed as smaller companies and individuals produce work outside the studio system.

Animated features have become less than enthralling once again. For the most part animated films have become huge, summer studio releases which must pander to the broadest audience and always the lowest common denominator to make back the 150 million that it costs to ‘produce’ one. The exceptions stand out, and Pixar almost always swims above all the others, but Cars started to smell a bit ripe by the end.

Check out the samples on this page. Studio aka’s short – Lost and Found.

Read Full Post »

Some great animated shorts here as well as several well done short live action films. I really love Violent Combat Robots. It’s no different then 99.9% of kids action cartoons. I’m not sure what the remaining .1% is actually…

The site belongs to Tim Maloney of Naked Rabbit Films. Hours of fun. Or at least minutes of laughing. Seconds of wetting ones pants. Something like that.

Read Full Post »

The clip above is the opening 13 seconds or so from an animated project I art directed and animated…that never saw the light of day. Heck, it didn’t even see a light bulb swinging back and forth in the wind on a lonely front porch.

kid_6.jpg

It was based on an idea from a very funny writer in L.A. that I met. Dave had an idea that seemed suited to my collage style. It was a show about real trash. I won’t say more, maybe Dave is shopping it.

I designed most of the characters, started building them in poses in After Effects and did almost all the layouts of the 5 or 6 minute short. Then it happened.

Life.

Bills.

I had just bought a house, and was getting ready to start Grad School. I lost all my free time. Did I mention the house was a FIXER. Yeah, all in caps.

layout_smpl.jpg

So the project just sort of died. Above is a short animated clip that uses the opening layout with some simple music and snd. effects. The three pieces of art are the main characters and that opening layout.

dwight_5.jpg

There are so many projects to pursue, so many interesting ideas. But sometimes life gets in the way, and the ‘freebie’ ideas fall to the side. Not to blame Dave. We had a partnership and I would have shared in any success, but building and animating 6 minutes would have taken time I didn’t have. Pretty cool looking though. Wish I had finished it.

Read Full Post »

pants.jpg

Many years ago I was working a lot in online games. I did tons of work in creative departments taking TV game shows and developing them for online play. It got tedious at times. Others I worked with agreed. So we decided to make a parody game. Thus was born -Nino’s How Much are These Pants-. The Nino being a producer I worked with on bunch of online games. Oddly enough I hadn’t seen or heard of this game in years. It was briefly hosted at some online game site that was run by a friend, but we never seriously distributed it. It was a side project.

Anyway, I got a Facebook email from Nino, and what do you know!? He found the game hosted on a Spanish (I think) online game site. How the heck?? Well, I copied it (we had all since lost the source FLA and SWF files) and now here it is ready to play. How do you play you ask? Well we present Nino wearing various pants, (and an occasional hat, keep a close eye out for hats) and you guess what they would cost. All this silliness had to do with making way too many versions of JEOPARDY! Online, The Dating Game, Trivial Pursuit, Family Feud and Wheel of Fortune and Price is Right and about 20 more. Thus the oddly long and loud time-over buzzer, the random awarding of points, the weird bonus amounts ETC.

There is plenty of How To when you start the game. And you can drag the window to a smaller size. There’s also an exhaustive ‘history’ of the game. You don’t have to read it all before you play. The art and design is by me and some of the animation, and the Flash programming was done by two great developers who have gone on to do some truly amazing stuff online with Flash.

Without further ado – Nino’s – How Much are these Pants ?

Read Full Post »

Follow

Get every new post delivered to your Inbox.

Join 328 other followers

%d bloggers like this: