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Pages:
4 pages/≈1100 words
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Style:
APA
Subject:
Visual & Performing Arts
Type:
Essay
Language:
English (U.S.)
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Topic:

Animation Arts vs. Industry: Visual & Performing Arts Essay

Essay Instructions:

As we’ve seen in early animation history, the first animated films relied heavily on experimentation with new technologies and new ways of thinking about how to tell stories—in the form of sequential illustrated images for mass audiences. Production techniques, animators’ sensibilities, and audiences evolved in the ensuing decades.
For your midterm assignment, please write a 4-page paper. It must be double-spaced, 12 pt. font, and typed—not handwritten.
Formulate a thesis or main idea for your paper in your opening paragraph, and support your thesis in the rest of the paper by addressing the following prompts:
•Why might animation have been an especially effective or memorable novelty in the early days, perhaps even more so than live action films? Did this trend continue, or did animation’s popularity fluctuate?
•Animation can be an expensive, clumsy, and tedious form of art to produce, especially in pre-computer times. Could the art form have evolved to where it has come now, if it had not been quickly adapted into a highly profitable commodity?
•As SVA folk, we watch a wide variety of films with creative eyes and artistic sensibilities. In discussing the differences between motives behind producing Bray’s or Disney’s films and Reiniger’s films in early animation history, for example, we’ve seen how profit motives and intended audiences sometimes influence why certain films are made, what they look or sound like, and how they are consumed or critiqued. So far, we’ve also looked at a couple modern works that were produced outside of those traditional corporate environments. In your personal opinion, what are some ways that the versatility of animation as an art form allows itself to be adapted both to commercial and independent productions, even though it has been a very tedious, costly, and difficult art form to use? Give specific examples that you can think of, citing either films we’ve watched in class or films you’re familiar with from outside of class, and explain your reasoning in detail using these examples.
Note: Use critical thinking and your own past/current experiences producing and consuming art, as well as films we’ve seen and discussions we’ve had in class, to come up with your answers. Clarity, grammar, and spelling are important as well. While some of your paper may be personal and opinion-based, be sure to give accurate historical references. Do not plagiarize or copy-and-paste information from elsewhere. However, if you are borrowing another person’s ideas or you want to quote texts from elsewhere, please make proper notations suggesting this and cite all such references and quotes in a bibliography or ‘works cited’ page at the end of your paper.

Essay Sample Content Preview:

Animation Arts vs. Industry
Student’s Name
Institutional Affiliation
Animation Arts vs Industry
As one of the most ubiquitous forms of art, the animation industry has experienced tremendous growth since its inception. Animation is the art of making inanimate objects appear to move. It permeates almost all forms of visual communication today, seen in the multitude of television channels dedicated primarily to cartoons, movies series, and reactive graphic interfaces our smartphones. The first animated film was based on experimentation with new technologies and new ways of narrating stories while being guided by a mass audience. However, over recent times production techniques have changed, and the targeted audience has evolved with increasing specificity. Experimental animation dates back to the 1920s and 1930s, where animation films involved rhythms and movements with no particular structures or narration (McCall, 2015). This paper will focus on three critical areas. First, it provides an exposition on the effectiveness, novelty, and popularity of animation in the early days compared to live-action films and the progress of such a trend, including its continuity and popularity fluctuation. Second, the paper will examine the animation's progression and profitability despite its production progress being clumsy, tedious, and expensive, particularly during the pre-computer era. Finally, it will explore how the animation versatility adapts to commercial and independent productions, even though it has been a very tedious, costly, and difficult art form to use. Generally, the paper will argue that the animation industry has weathered storms due to adaptability and emerging technologies while leveraging profitability, commercial interests, and consumers’ needs.
The animation industry came before the cinematic period before the advent of advanced computers. This industry has grown and even poses enormous competition to live-action films. The animation industry leverages more on specific aspects of its progression and survival in the technological world. Animations come with various strengths that have to enable it to penetrate the market and survive for long. The animation industry does not need actors. The animation producers may not need to source actors, but they will be required to get voice actors. Animation beats live-action films in terms of costs because the producer can plan and do animation films at a convenient locality.
In most cases, animation films do not need physical sets or locations to shoot, but they require hard work from creative teams. Animation simplifies topical themes by infusing life and symbolism into them where there is a conveyance of abstract messages on products, services, concepts, or ideas. The approach in which specific information is broken or dissected for easy digestion of messages is unmatched compared to live-action films. When implemented in an appropriate direction, animation films hold the potential to create a powerful way for the audience to visualize themes. Unlike live-action films, animation films have a significant possibility of longevity. The animation film creators can update their animation due to dynamics in customer needs, technological changes, and future ...
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