Unit abstract
Animation production is a significant activity in the media industry, not only in high-profile
entertainment programmes such as Wallace and Gromit, but also in advertising and music video
production and in the computer games industry. Whilst there is still room for the traditional
‘craft’ techniques such as cell animation, computer-generated and aided animation is
increasingly being used, and in ways that allow for just as much creativity as the traditional methods.
This unit has been designed as an introduction to animation. It aims to introduce learners to the
practical processes of animation and enables them to develop an understanding of historical and
contemporary animation techniques. Learners may be introduced to many aspects of animation
but should focus on a specific technique for the production of an animation sequence.
Learning outcomes
On completion of this unit a learner should:
1 Understand historical and contemporary animation techniques and practice
2 Be able to develop an idea for an animated sequence
3 Be able to produce an animated sequence
4 Be able to review own animation production work.
Unit content
1 Understand historical and contemporary animation technology, techniques and practice
Technology: eg zoetrope, kinetiscope, film, video, computers
Techniques: eg flip book, animatic, dope sheet, mark making on film, time-lapse
photography, filmstrip, sequential photographs, motor drive, drawing, collage, index cards,
cut-out animation, cell animation, claymation, computer-generated and aided animation,
Historical and contemporary practice: narratives; styles; contexts eg advertising, children’s
entertainment, cinema, music videos, computer games; practitioners eg Georges Méliès,
Joseph Plateau, William Horner, Emile Reynaud, Disney, Hanna Barbera, Aardman, Pixar
2 Be able to develop an idea for an animated sequence
Technique: eg claymation, pixilation, cell, cut-outs, mixed media, stop frame
Narrative: genre eg children’s, music video, advertisement; audience; style eg straight,
comic, satirical, fantasy,
Characterisation: human or non-human; roles; behaviour; voice
3 Be able to produce an animated sequence
Pre-production: eg scripts, sketches, models, materials, storyboard, set, music, sound effects
Production: considerations eg view points, perspective, key frames; recording eg visuals,
sound, sound effects
Post-production: eg editing (cuts and transitions, timing, frame numbers), special effects,
soundtrack editing, soundtrack synchronisation
4 Be able to review own animation production work
Finished product: compared with original intentions; appropriateness to audience; technical
qualities; aesthetic qualities; content; style
Production process: pre-production eg research, planning; production eg time management,
project management, technical competencies, creative ability, own work, teamwork; post-
production eg time management, project management, technical competencies, creative
ability, own work, teamwork
Sources of information: self-evaluation; documentation eg notes, sketches, storyboards,
production logs; comments from others eg audience, peers, tutors, client
Websites
The following websites were available at the time of going to press and the addresses were correct.
www.awn.com —‘an electronic monthly publication devoted to the art, craft and industry of
animation, featuring intelligent news, reviews, commentary and opinion written by the
leading minds in the field today’.
www.aardman.com — the home of Wallace and Gromit, a tour of the studio and a showcase
for Aardman’s current offerings.
www.pixar.com — the company responsible for the films Monsters Inc. and Toy Story. This
site offers, amongst other things, information on the stages of production.
www.wbanimation.warnerbros.com — again offers a simple explanation of the different
roles in the making of an animation feature.
Other relevant sites can be found by using key words such as ‘animation’ or ‘cartoons’. Some of these will be commercial companies selling animation cells as artwork, but others will provide up-to-date information on practice and application in the animation industry. |