Tuesday, 12 November 2013

Tangled Research

Tangled
A Walt Disney Film
http://www.imdb.com/title/tt0398286/


Tangled is a film by the Walt Disney animation Studios to celebrate the 50th animated classic created by the Studio. The film features a twist on the story of Rapunzel, with a young princess having magical hair stolen from her family by a witch. She is found by a fugitive man named Flynn Rider, who agrees to take her to see the lights at the castle. Accompanied by a palace horse, Maximus, Tangled features a story of love and magic. ‘When the kingdom’s most infamous - and charismatic - outlaw, Flynn Rider (voiced by Zachary Levi), takes refuge in a secret tower hidden deep in the forest, he's taken captive by Rapunzel (voiced by Mandy Moore), a striking and spirited teen blessed with 70 feet of enchanted, golden blonde hair. Having been looking for an escape route from the tower where she's been grounded her whole life, Rapunzel makes a pact with the handsome thief and the improbable duo soon find themselves tangled up in a spectacular action-packed escapade, complete with a super-sleuth horse, a chameleon side-kick and a rowdy gang of pub thugs.’ (http://www.disney.co.uk/tangled/about.jsp) Along with many other Disney films, Tangled features beautiful animation and unique characters. As an inspiration to my work, the bright open environments and Victorian styled characters in Tangled are perfect for my research and references.

Character Design
Along with many other Disney films, the creation and design of the Characters in Tangled have a particular look. With characteristically large eyes and beautiful, vibrant clothing, the characters I am influenced by are Young Rapunzel and Maximus.


At a similar age to our main character, the design of young Rapunzel is very inspirational to the design of our main character. With large cute eyes and long hair, this character gives an air of innocence and beauty as well as being frail and small which supports how we want our main character to come across. He costume design is also influential as it is a simple long dress, with the use of bare feet connoting naïvety. Her personality also conveys her as a strong, independent character who isn't afraid to break the rules, but is also afraid of the world outside her door.

The next character I studied is Maximus the horse. Brimming with personality and character, Maximus's design is simple, with his tack extremely detailed. Looking for influence on the characters mount or spirit guardian. He is a pure white horse, connoting beauty and purity, with his presence on the screen maximised by his size and character. Maximus is influential to my design as he has a medieval England design, and as well as being large and powerful, is gentle and protective.


Environment Design
The environments in Tangled are both beautiful and vibrant, and the architecture used in the designs of both the capital and the tower show influences from Medieval England, and Victorian styles with its own fantasy twist. The reason why I chose to study the environments of Tangled is clear through the similarities of the environment to my own idea. Looking at the town (left), The use of colour and scale is important to giving the town a fantasy look. The levels in the image portray the whole town, also supporting the fantasy theme throughout. The key themes and influences from the town are purely Medieval England and this is a theme that I will take inspiration from For the design of my town and main house. 


The second environment/structure that I was inspired by is the tower where Rapunzel is kept . The design is very fantasy themed, with the pointed roof and wooden bearings creating a magical style to the design. The Medieval design shines through in the design of the tower as well, through the use of the wooden and plaster look given to the main structure at the top of the tower. The colour and foliage used on the tower gives a beautiful look and the use of height connotes power as well as imprisonment.  

Saturday, 9 November 2013

Rest of Essay, First Draft

Chapter One - Osamu Tezuka: An Artist from Childhood
Osamu Tezuka was born in 1928 in Toyonaka, Japan. At the age of 5, his family moved to Takarazuka in Japan, where he was raised. Tezuka had a privileged childhood in comparison to many at the time, being able to watch ‘8-millimeter prints of Disney and other American and European films in his own home’ (Kelts, (R) 2007, pg. 41), which was very rare for families at this time. His father was an avid reader of comics, both Japanese and American, giving Tezuka the opportunity to experience comics and take influence from them at an early age. His father also had a hobby of trying to replicate comics, drawing his own copies of them. This hobby was taken up by Tezuka, sparking his passion for drawing his own comic panels. His mother was also a key influence on Tezuka as she would regularly take him to attend shows at their local theatre, the Takarazuka theatre. This theatre however was run by women, so all of their shows contained actresses. The piece of work by Tezuka where the theatre was a clear influence is his first shojo manga, Princess Sapphire. ‘His famous heroine, Princess Sapphire, complete with those characteristic shining stars in her huge eyes, resembles those of the Takarazuka Theater as much as she does Disney animation.’ (Koyama- Richard, (B) 2007, pg. 152). The theatre gave Tezuka a feel for drama and instilled a sense of cinematic wonder. This went on to grow with the introduction of cinema in Tezuka’s life, especially animations by Walt Disney. Tezuka spent much of his childhood in the cinema, watching Disney movies and even taking a sketchbook and drawing some of the images. ‘He loved movies in general. And he loved the natural world.’ ‘He loved Bambi so much that he claimed to have seen it eighty times, memorizing the film from start to finish.’ (Kelts, (R) 2007, pg. 42) It is greatly noticeable throughout Tezuka’s work the influence Walt Disney animation had on his art style. Tezuka even claimed himself that ‘ he was unconsciously influenced by Mickey Mouse. Astro Boy resembles him. Mickey has two ears. Astro always has two horns. In fact they are not ‘horns’ at all, but licks of hair’ he claims that their similarities is where ‘the magic of animation resides.’ (Koyama- Richard, (B) 2007, pg. 150). He also went on to say that along with the two horns, Astro is always bare chested, such as Mickey Mouse was in the early animations where all he wore were shorts and shoes. Both also wear oversized shoes, and there is also a hole in Astros glove following Mickeys early design. Other western cinema which influenced Tezuka greatly, include Max Fleischer who was the creator of the widely known Betty Boop and Superman cartoons.
Along with cinema, another major influence on Tezuka’s art was his hobby of collecting and studying insects. Many other Japanese artists are known to also have been influenced by this as well. ‘Much of Japanese anime design emanates from this insect obsession. Think of Ultraman’s praying-mantis eyes, the beetlelike space ships in Battle of the Planets, and just about any Japanese sci-fi robot or monster, which often feature enlarged insect appendages that appear to have been magnified- or irradiated.’ (Kelts, (R) 2007, pg. 41) It is from studying insects throughout his childhood that influenced many of his character designs, however it was cinema, above all the other influences during his childhood, where Tezuka gained most of his influence. It was through amateur filmmaking with his father that he began to look at comics in a different way, and tried to create movement using flipbooks. From watching so many films in his lifetime, Tezuka asked himself, ‘how can I draw comics that make people laugh, cry and be moved, like that movie?’ (Gravett, (P) 2004, pg. 26)
Tezuka’s childhood of attending the cinema on a daily basis was short lived, with the beginning of WWII. During the war, Tezuka was forced to stop drawing comics, however he drew over 3,000 pages in private during this time. He claims ‘his witnessing of Japan’s war-machine propaganda and the death and destruction of World War II’ (Schodt, (F.L) 1986, pg. 24) influenced him in his work as well, having first hand experience of the aftermath of an air raid on Osaka. ‘This fired his conviction to teach peace and respect for all life through animation and the less costly comics.’ (Schodt, (F.L) 1986, pg. 24) He believed he could create manga that was acknowledged as a valid part of culture in Japan.
Following the war, Tezuka studied Medicine, and became a licensed physician. Alongside this, he continued to create manga, and even had several books published. It was from these publications that his work grew immensely in popularity, and the modern manga was born. Tezuka’s style was completely new, as he created his Manga in a style of a movie, creating a unique page layout with a ‘clever use of sound effects, and a lavish spread of frames to depict a single action’. (Schodt, (F.L) 1986, pg. 62) It was this unique style of drawing comics which enticed readers to want to see more from the artist, thus beginning an era of manga and animation which transformed both mediums.

Chapter Two - After WWII: Changing the face of Manga
After the war, Tezuka began to experiment with the limits of manga. He strongly felt that ‘existing comics were limiting… Most were drawn as if seated in an audience viewing a stage, where the actors emerge from the wings and interact.’ (Schodt, (F.L) 1986, pg. 63) He sought to create something new and engaging, and wanted readers to experience ‘tears, grief, anger and hate and I created stories where the ending was not always ‘happy’.’ (Schodt, (F.L) 1986, pg. 63) It was after the war and with the import of Western comics and cinema into Japan, that Tezuka began to take influence from Western media. ‘The strongest influence on him in so many ways seems to have been the narrative dramas, of which American movies were the great exemplars. Above all it was the motion and emotion of Hollywood that he sought to inject into his comics.’ (Gravett, (P) 2004, pg. 28) Tezuka’s new way of creating comics grew immensely in popularity, through his first manga book ‘Shintakarajima’ (New Treasure Island), and it is estimated that this book sold between 400,000 and 800,000 copies with no publicity. (Schodt, (F.L) 1986, pg. 62)

Chapter Three - His Work, and its Influence on Modern Manga
Through comics in childrens magazines and manga books, Tezuka developed his style and modern manga. He soon became a household name in Japan, but it was in 1950 that Tezuka’s work transformed with the release of ‘Kimba the White Lion (also known as The Jungle Emperor), with its touching animal character, brought him an international reputation.’ (Koyama- Richard, (B) 2007, pg. 150) It was, however, Astro (Testuwan Atomu) or Astro Boy which has been his most famous manga. It was this comic, along with the masses of others Tezuka released, that influenced the next generation of artists and gave birth to gekiga. This style of creating manga is defined as drawing realistic panels and stories, featuring violence and gore. This movement began in the Kansai region in the 1950s, and their mangas contain dramatic images, ‘bereft of humor, their stories offer a bleak reflection of everyday life and social problems.’ (Koyama- Richard, (B) 2007, pg. 154) With the expansion of his popularity, Tezuka began experimenting with ‘his new style in a spate of productivity, creating science fiction, detective stories, historical works, and romances for girls.’ (Schodt, (F.L) 1986, pg. 64) It is in this experimentation, Tezuka created ‘new cinematic techniques’ which ‘allowed a level of character and plot development that had been previously unimaginable.’ (Schodt, (F.L) 1986, pg. 64)

Chapter Four - Leaving his Mark on Modern Manga and Animation
Tezuka’s life work led him to be known as ‘The God of Manga’, with his place in history being regarded as equivalent to ‘that of D.W. Griffith in the history of cinema.’ (Gravett, (P) 2004, pg. 24) He is regarded as a remarkable 20th century figure, and even has his own museum in his home town of Takarazuka to celebrate his long career in manga and animation. Tezuka’s passion for animation led him to create many short animated films and television shows of his manga stories. It can also be said that Tezuka was a strong influence on Walt Disney, with ‘Kimba the White Lion’ having striking similarities to Disney’s ‘The Lion King’. A close friend of Tezuka claims that if he were alive when ‘The Lion King’ was released, ‘“and if he knew about even the rumor that Disney might have copied elements of his work, he would have been proud.”’(Kelts, (R) 2007, pg. 45) This is not where his influence on America ends. Tezuka was privileged with several awards for comic creation at the San Diego Comic Convention, with cosplayers in America portraying his characters and often ‘put their Japanese counterparts to shame.’ (Schodt, (F.L) 1986, pg. 155)

Conclusion

Osamu Tezuka is internationally known for his work and transformation of manga and animation. ‘Tezuka is where today’s anime style starts.’ (Kelts, (R) 2007, pg. 41) He was the beginning of ‘ interrelations between Japanese and American artists-a cross-pollination of influences that traverses the realms of computer-generated images (CGI), limited or two-dimensional animation, and live action.’ (Kelts, (R) 2007, pg 42) His passion for comics was greatly admired, and Tezuka claims ‘What I tried to express in my works can be summed up in the following message: “Love all creatures! Love every living thing!”’ (Gravett, (P) 2004, pg. 30) Tezuka’s passion for manga stemmed from his attempt at crossing national boundaries, claiming that ‘comics are a bridge between all cultures.’ (Gravett, (P) 2004, pg. 30) It was this passion that led the artist through an extensive career in manga and animation. He explains how he has seen ‘ all the twists and turns that mark the extraordinary growth of Japanese comics over the last nearly forty years.’ (Schodt, (F.L) 1986, pg. 11) His life's work was to ‘further peace and goodwill among nations’ (Schodt, (F.L) 1986, pg. 11) through comics and animation. He was successful in his goal, with manga and Japanese animation (Anime) being a large part of culture in both Japan and across the world. This was because of Tezuka’s hard work and dedication that this was all possible. Most nights, only sleeping for a few hours, Tezuka created his work, fueled by his passion for comics. Although he died young, he had produced 150,000 pages for 600 manga titles as well as 60 animated titles, as well as lectures, essays and film reviews, enough to last lifetimes as well as influence generations to come.

Friday, 8 November 2013

Kikis delivery service research

Kiki's Delivery Service
A Studio Ghibli Film
http://www.imdb.com/title/tt0097814/ 


Kiki's Delivery service is a tale about a young witch leaving home. 'Kiki is a 13-year old witch. When a witch turns 13, it is traditional for her to move away from home to spend a year in another city or town where there is no witch already living, so that she can learn to be independent and practice her trade. This is Kiki's story of the beginning of her year away from home. She and her black cat Jiji run into a little trouble at first, but they soon make friends in their new city by the sea.' (http://www.nausicaa.net/miyazaki/kiki/)  The reasoning for looking closely at this film in particular is because the story and characters are similar to our initial idea. With our main character being a young girl who is taught magic, Kiki is a strong influence to study, with her cat Jiji also being an inspiration for the 'spirit guardians' in our game.

Narrative
The story of Kiki's Delivery Service starts with a young girl living with her magical family. As she turns 13, she must travel on her own to a town which hasn't got a witch living there. Kiki has to make a living and earn money by using her magic, and with the help of some nice people, she begins a delivery service, using her broom to deliver packages to people around the town. With the help of her talking cat, the delivery service is a success, however Kiki starts to lose her powers, and can no longer fly or talk to Jiji. After some help, Kiki regains her powers, and her delivery service ends up being a success. The story behind this film is very simple, however it has a strong impact on the viewer as they have empathy for Kiki. The use of characters is key in this film, as the audience gains a connection with the characters and wants them to succeed. With the mixture of magic and real-life, and a young girls quest to make it on her own, this narrative shows similarities to my narrative idea. The narrative in Kiki's Delivery Service is a key influence and inspiration for the narrative in our game.

Character Design
The characters in Kiki's Delivery service are unique and very influential on my designs. First of all, the main character, Kiki, is a 13 year old girl. This is around the age group we are designed our main character, also being female. Kiki's design is very simple, she wears plain dresses, with short hair and a red bow. The black dress she wears for the majority of the film, connotes a witch, emphasizing her role in the story. The simple design of Kiki is effective as it also gives her character, with the use of red.

The other character who inspired me in this film is Kiki's cat. Jiji. This cat is full of personality, and his design portrays him as cute and loveable. In terms of influence, I am looking closely at Jiji in terms of companionship. Looking for influences on our 'spirit guardians', Jiji is a small, but characteristic animal who plays a large role in this film. With his large ears, and big eyes, Jiji is a strong influence for my designs.



Wednesday, 6 November 2013

Princess Mononoke research

Princess Mononoke
A Studio Ghibli Film
http://www.imdb.com/title/tt0119698/?ref_=nv_sr_1

Princess Mononoke is a Studio Ghibli film based on a young boy looking to free himself from a dark curse. ‘Set during the Muromachi Period (1333-1568) of Japan, Mononoke Hime is a story about a mystic fight between the Animal Gods of the forest and humans. On the side of the Animal Gods is San (Mononoke Hime), a human girl raised by the wolf god Moro. On the side of the humans is Lady Eboshi, building a kingdom for oppressed people by cutting down the forest for her iron-making operation. In the middle of this fierce fighting for survival, Ashitaka, an Emishi boy, struggles to find a way for both sides to co-exist. But the fighting just becomes more and more bloody and all hope seems to be lost...’ (http://www.nausicaa.net/miyazaki/mh/ ) The story of Princess Mononoke is one of nature and the dangers of destroying it, with unique characters and environments, what drew me towards this film is the use of animals and spirits to portray the wonders of nature. What inspired me the most is the wolves and elk, and their loyalty and companionship with humans. This is something I would love to include in the narrative for our game.

Character Design
Firstly, looking at the character design of Princess Mononoke, there has been much thought put into the animal characters. In comparison to other films, there are equal, if not more, animal characters in Princess Mononoke than there is humans. Due to the inclusion of animal characters in our game, the designs in Princess Mononoke are very influential when creating our own work.  One of the main animals in the film that I am particularly influenced by is the elk ridden by the main character, named Yakul. This faithful elk transports the main character across the world and is a key role in the story. Playing the role of a horse, Yakul's design makes him completely unique to this world, and gives him character. The use of colour and antlers creates a beautiful animal, with his personality conveying his loyalty and love for the main character. Yakul is the perfect influence of the type of mount or 'spirit guardian' I would like to create in our games world, as well as the other animal characters in this film, the wolves.


The wolves are wild animals, however they still carry a human girl on their back. These beautiful snow white wolves are large creatures, and they dominate the screen whenever they are present in the film. Although wild, they are still loyal as well as vicious, and these animals will also be a strong influence on my designs of the 'spirit guardians' in our game.


Environment Design
As this is a Studio Ghibli film, the way the environments are designed are the same as in Howls moving castle, with the use of digital and traditional techniques. However, what I am most interested in with Princess Mononoke is the use of nature in the environment design. The use of light and colour in the forest environment, creates a beautiful setting where no two parts look the same. The detail used gives a realistic feel to the forest, creating a painting-type background. The forest is contrasted with the human settlement, where beauty is scarce, and the remnants of nature give a bleak look to the area. The use of the pointed wooden wall surrounding the complex conveys the use of nature for destruction and pain, and gives a strong contrast to the beauty and tranquillity of the forest. The environment that I will be looking at closely is the forest, as the use of lighting and colour is key to creating these scenes. 



Tuesday, 5 November 2013

The beginning of BA7!

BA7 Research
Into our game for BA8

To begin with, here is my ‘What I going to do’ section from my learning agreement:
For these projects, I will be working in a team with Liam Gallagher-Vaes and completing 2D concept art. After working in a team for previous projects we decided that we could work successfully together, and using both our skills create a variety of concepts for a game. We will be creating a complete game idea together, giving it life through both 3D (Liam) and 2D (Me) work. Both Liam and I are extremely passionate about Japanese culture, with myself having a great love for Anime and Manga and how they are drawn and created. Being a Manga Artist myself, I wanted to create concepts for a game, which created a new western style to a traditionally Japanese type of art form.

And here is the part in my learning agreement where I discuss the type of game we want to make:
Looking closely at Studio Ghibli films we decided to set our games narrative in the early 1900’s, in pre-war England. The art style as well as designs for both the environments and characters will be influenced by a variety of both western and eastern animations. The game will create a fight for survival in a non-combat type gameplay situation, with dark powers and magic being a key part of this world. The narrative for this world will be based on the life a child in a world full of wonder and magic, which are both key themes that have always inspired my artwork as well as my life. Being a strong lover of both Disney and Studio Ghibli films, I want our game to be magical and beautiful and capture the spirit of childhood.
Here is a summary of our game:
  • Third Person
  • Anime art style, watercolours, cell shaded
  • Story Driven game with no combat
  • Magic based
  • Child Main character
  • Unique world, magical

From this idea, the first step is to look into influences of our game. This includes films as well as games. Here is what I will be looking into:

Films
  • Howls Moving Castle - Narrative, Characters and Environment Design
  • Princess Mononoke - Characters and Environment Design
  • Kiki’s Delivery Service - Narrative and Characters Design
  • Studio Ghibli Films (In general) - Art Style and Techniques
  • Tangled - Characters and Environment Design
  • Disney Films (In general) - Art Style and Techniques
Games
  • Ni No Kuni - Narrative, Art Style and Gameplay
  • Fable series - Character and Environment designs
  • Dishonoured - Narrative and Environment designs
  • Bioshock Infinite - Narrative and Environment designs
Artists
  • Osamu Tezuka
  • Victorian style artists
Techniques and Programs
  • Studio Ghibli Films - Art Style and Technique
  • Disney Films - Art Style and Techniques
  • Watercolour Paintings
  • Digital paintings
  • Manga
  • Photoshop
  • Manga Studio
  • Premiere Pro
Final Design Ideas and Influences

  • IVY - Design and Personality, influences and connotations
  • Spirit Guardian - Design and Personality, influences and connotations
  • Mount - Design and Personality, influences and connotations
  • Wizard - Design and Personality, influences and connotations

Monday, 4 November 2013

Howls Moving Castle research

Howls Moving Castle
A Studio Ghibli Film
http://www.imdb.com/title/tt0347149/


Howls Moving Castle is a Studio Ghibli film ‘based on Howl's Moving Castle by Diana Wynne Jones. Howl's Moving Castle follows the story of young Sophie Hatter, a bookworm, the eldest of three daughters, a girl doomed to an uninteresting life as a hat maker. Sophie resigns herself to her boring fate, but fate has other plans for her. Cursed by the Witch of the Waste with the body of a 90-year-old woman, she finds her way to the moving castle inhabited by the wizard Howl, said by all to eat the souls of young girls. Howl has been cursed by the Witch as well, and is seeking the love of young girl to help him break the curse. The book has enchanted readers of all ages for nearly 20 years, and the film was released on November 20, 2004 in Toho theaters across Japan.’(http://www.nausicaa.net/miyazaki/howl/ ) Containing a beautiful art style of watercolours and digital techniques, Howl’s moving castle portrays a Victorian-looking setting, with cobbled streets, tall houses and long dresses. The city was actually modeled after Colmar, in France as can be seen below.


Howl’s moving Castle is the style of setting we want to create, using a mixture of modern and old-fashioned styles. The use of characters and costumes, as well as old fashioned buildings and a steam-punk style to the setting, Howl’s moving castle encompasses many of the attributes we want in our game.

Narrative
The narrative of Howl’s Moving Castle is very unique and magical. The reason why this narrative inspired me is because of its themes presented throughout. There is struggle, in both society and in the main character however the strongest themes through the film are magic and love.
 The story follows the main character, Sophie. This character has the perfect personality for a main character as she is self-conscious of her appearance, quiet and reclusive and imperfect. This way of creating a character is extremely powerful as many people can relate to her, and therefore have an instant connection with the character and feel empathy for her. Sophie’s story begins as a hat maker, however she is turned into an old woman by the witch of the wastes. Her journey then takes her away from her quiet town into the outside world known as the wastes to find a cure from her curse. The background story of this world is one built on magic. Witches and wizards roam the land and help the citizens of the world as well as participate in wars. Also, alongside Sophie’s story there is a war raging on between two countries because of a missing prince. Howl, is a powerful wizard who lives in the wastes in his moving castle powered by a fire demon. It is Howl who takes Sophie in as an old woman, and breaks her curse as well as his own. This is very brief, the whole story can be found on this link: http://www.imdb.com/title/tt0347149/synopsis?ref_=ttpl_ql_3 
This narrative captures the essence of love in a world at war, as well as creating a magical world full of wonder. This narrative will influence our game idea greatly as we want to create a similar magical world for our characters to experience struggle in as well as magic and love.

Character Design
First of all, the characters and their costumes are an important feature to any Studio Ghibli film, as with all Japanese anime also. In Howls Moving Castle the costumes are designed in a Victorian way, with a very British feel. The characters themselves also have a British feel, supporting the theme and setting. The main character, Sophie, has very plain outfits, however she still stands out among the other characters. Her dress is very plain, but has a very Victorian look to it. The reasoning for making Sophie very plain is to give the feel of her being an ordinary girl, who is nothing special. This way, people can relate to her story and feel empathy for her. In comparison to Howl, Sophie’s character design is very colourful. Howl’s character is very bright and flamboyant. He wears bright clothes and has blonde hair and blue eyes. His costume, however is quite simple and old fashioned. He wears a plain shirt and trousers with smart shoes, it is only his jacket which gives an air of magic about his character as well as his jewelery containing colourful stones. Howl’s costume is used to portray a handsome character, with a mysterious and magical side to him. All of Howls outfits during the movie are bright, making him the centre of attention, and also portraying his self-confidence. Other side characters in the film are all very similarly dressed. All of the women wear long Victorian style dresses with hats, and the men wear Victorian style military clothes, or the simple shirt and trousers. This all supports the setting and theme of the film, giving a portrayal of a Victorian style world at war.

Environments - The Town
Like all Studio Ghibli films, all the environments in Howl’s moving castle are vast and beautiful as well as unique. The main reason I want to study this film for references into environments is because the main town is very similar to what we want to create in our game. The Victorian style houses feature tiled roofs, as well as wooden patterns on the fronts of the houses. The beautiful colouring of the houses gives a lot of character to the town and this is what I want to capture in my work as well. The detail in the town, such as towers, bridges as well as extras such as lampposts and trains create the polished look of a beautiful English looking town. The different heights of each building give levels to the town, to create a unique picture, with each roof in show with the different colours giving a bright colourful image.


Looking closely at the hat shop, the detail used creates a finished image but also gives clues to the narrative and setting. The use of two colours on the hat shop makes it stand apart from the other buildings around it, making it unique and the focal point on the image. The placement in lighting is also key, as it draws the viewers eye to the important building. The use of detail is key here, to set the scene of the film and convey the narrative which will also be important in our game. The whole style of the building gives a British feel, as well as the use of large shop windows, similar to those in Victorian times. The use of the old fashioned doors also support this. The flag is also key as it conveys a political power in control in this town. It gives connotations of political conflict, which is a key theme in the narrative of the film. It is small details like this which are used to give clues to the background of the world. It is also the interior of the hat shop which I am interested in, as it is very bright and colourful, and creates an elegant feel to the shop as well as the film and town. The use of detail is so important here, as to give a Victorian feel to it, it needed to be refined and elegant. This is noticeable in the image above, with their use of extremely detailed, beautiful furniture.

Environments - Wastes
Another part of Howl’s Moving Castle which has inspired me is the environments surrounding the town. These massive colourful expanses of land capture the beauty of this world, with the use of colour and lighting being extremely important. As you can see in the image above, the image is created to give the feel of a painting, and each scene in the film looks this way. The use of different natural colours gives mystery and clarity to this world, with the lighting used to create a focal point in the image. The use of a Victorian style throughout the town gives a colourful image, however is not a bright and beautiful as the outside world, creating a strong contrast between these two areas. 

Friday, 1 November 2013

Introduction, First Draft

Introduction

Japanese Comics, or Manga, are one of the biggest forms of storytelling in Japan. Used for both everyday reading and educational purposes, Manga occupies an extraordinarily large part of Japanese society and culture. Although, It was not until 1945, the year in which America took control of Japan after the Hiroshima and Nagasaki bombings during WWII, that the modern manga was born. From the initial small panel comics found in the newspapers and magazines in Japan, they developed into something much bigger due to the western influence brought in by the Americans. This included importation of western cinema and comics, and both had a major impact on artists at this time. It was in the years following the end of the war in which modern manga was developed and distributed in society, and integrated forever into Japanese culture. ‘They have taken the fundamentals of American comics, the relationships between picture, frame and word, and by fusing them with their own traditional love for popular art that entertains, have ‘Japanized’ them into a storytelling vehicle with its own distinctive form.’ (Gravett, (P) 2004, pg. 10) Manga is now the biggest form of media in Japan, larger than Television and Film. In Japan, most animations, live-action films or television programs derived from a narrative in a manga. (Gravett, (P) 2004, pg. 5) But how is it that manga developed so quickly from small comics in newspapers, to millions of books sold worldwide? The answer to this question begins in 1947, when one artist created the first ever manga book, pushing Japanese comics into the next generation. This artist, also known as ‘The God of Manga’ was Osamu Tezuka. It is known across Japan that ‘without Dr Tezuka, the post-war explosion in comics in Japan would have been inconceivable’ (Gravett, (P) 2004, pg. 24) The scale of the boom of comics in Japan was due to his innovations in both comics and animation, and they ‘continue to influence both platforms to this day.’ (Gravett, (P) 2004, pg. 24) It was Tezuka who led the way in transforming Japanese comics, and this was all due to his passion for manga, as well as being strongly influenced by western influences such as ‘Walt Disney and the Fleischer Brothers’ (Koyama- Richard, (B) 2007, pg. 148). He was the first manga artist to take advantage of a major shift in Japan after the war. Because of strict censorship laws in place, artists had no expressive freedom, however after the war, Japan lifted these laws, which enabled Tezuka to use his imagination and express himself freely in his creative field. It was this expression and freedom that separated Tezuka apart from the comic artists at this time, as his imagination led him to experiment with different techniques and styles to create something new and unique. ‘He led the way in transforming manga’s image through the sheer range of genres and subjects he tackled, his nuanced characterizations, his kinetic layouts and above all his emphasis on the need for a compelling story - one that was unafraid to confront the most basic human questions of identity, loss, death and injustice.’ (Gravett, (P) 2004, pg. 24)