Matching Items (20)

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GIT Imaging Essentials: Motion Graphic Series

Description

This project aims to explain important foundational concepts for three focus areas within the Graphic Information Technology (GIT) major at Arizona State University animated motion graphic videos. Exposure in photography, the 12 Principles of Animation in animation, and types of

This project aims to explain important foundational concepts for three focus areas within the Graphic Information Technology (GIT) major at Arizona State University animated motion graphic videos. Exposure in photography, the 12 Principles of Animation in animation, and types of shots in videography are the three topics covered, each being focused on in one video. These videos are designed to fulfill an educational purpose by creating an easy to understand foundation for incoming GIT majors, as well as other photography, videography and animation students to refer to. Each video is a short 2D motion graphic animated in Adobe After Effects. Assets for each animation were created in Adobe Illustrator. Photo Concepts: Exposure examines the relationship between shutter speed, aperture, and ISO with regards to exposing a camera to take a photograph. 12 Principles of Animation provides a visual example of each of the twelve principles of animation. These principles were paraphrased from Illusion of Life by Frank Thomas and Ollie Johnston; they explain concepts that when applied, help make animations more "real." Video Techniques: Types of Shots visually explains the different ways to frame a video when recording, ranging from extreme wide-angle shots capturing an entire city to extreme close ups that only show the eyes of the subject.

Contributors

Agent

Created

Date Created
2018-12

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Understanding LGBT Representation in Animation

Description

Animation is a medium that is not taken as seriously as live-action television and film. This thesis focuses on the representation of LGBT characters in American animation and attempts to give a rigorous analysis on a medium that should be

Animation is a medium that is not taken as seriously as live-action television and film. This thesis focuses on the representation of LGBT characters in American animation and attempts to give a rigorous analysis on a medium that should be taken seriously. Analysis is done on the stereotypes and coding from various animated shows, such as South Park, Family Guy, and Steven Universe. The shows are further divided into adult and children's animation, in which the analysis will track how LGBT characters are represented and have progressed in both. The thesis describes how problematic these characters may potentially be and how the images may project certain cultural and social attitudes towards the LGBT community. The thesis also considers the future of queer visibility and representation in other mediums, other than just in broadcast television. It was found that representation begins in the early 90s in adult comedy animation with Big Gay Al in South Park. In adult animation, the focus is usually more on the use of stereotypes and how these stereotypes are used for comedy. These stereotypes are sometimes enforced or subverted, depending on the show. It was also found that in adult animation, there has been a shift towards normalizing queer characters to fit a heteronormative framework. For children's animation, the sexuality of a character is subtler and coded with context clues. Some children and teen shows have decided to reveal the sexuality of certain characters in the last episode of the series. Children's animation also follows a similar trend that adult animation has taken with the normalization of queer characters.

Contributors

Agent

Created

Date Created
2018-05

The Reality of Imagination: An Animated Short Film

Description

"The Reality of Imagination" is short animated film about a young girl name Isabel who, with her sketchbook and box of crayons, demonstrates the power of imagination through her drawings. From her own bedroom, her simple sketches transform into more

"The Reality of Imagination" is short animated film about a young girl name Isabel who, with her sketchbook and box of crayons, demonstrates the power of imagination through her drawings. From her own bedroom, her simple sketches transform into more complicated, realistic drawings, bringing her artistic creation to life. From a bouncing red ball, to flying on a plane, to a thunderstorm, her world extends beyond her sketchbook. The overall message is to demonstrate the importance of art and the power of imagination, especially seen from the perspective of a young child where much of that development is evident. In addition, further exploration of the film industry and learning about the production process was conducted to continue exercising my interest for film editing and graphic designing. This involved devising the script, selecting the appropriate actors, planning the production set, purchasing the tools and equipment, putting together a production crew, and applying the concepts learned about editing to create a short film that was approximately 3 minutes long. The editing software application used for this production was Final Cut Pro X distributed by Apple while the camera used was a Canon EOS Rebel T6. At least three different editing techniques were applied in the film and included stop-motion, keying, and split-screening. Furthermore, other concepts such as transforming and resizing video clips were applied along with learning to use the audio and visual effect resources available from Final Cut Pro X to enhance the quality of the film. An in-depth analysis of the entire process is also given in detailed.

Contributors

Agent

Created

Date Created
2017-05

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Development of an Educational Video Game

Description

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.

Contributors

Created

Date Created
2017-05

Liminality: A Transition in Storytelling

Description

Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that

Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that feature the coming of age of a queer adolescent in a positive manner are even less present. Queerness, it seems, is more of a myth than ghosts and the supernatural to most media creators. This project seeks to combat this lack of representation. Liminality is a creative project working to normalize lesser known and underrepresented queer identities into mainstream media through the conceptualization of animated and comic web series. By doing so, this project demonstrates that entertainment can be used as a means of promoting acceptance and understanding of these identities. Our aim with this project is to develop an intriguing long-form story with realistic, relatable characters that exhibits the sociological themes we want to address. We intend this story to be an animated series that entices viewers of all ages, by which we mean that the story explores complex themes that would typically be limited to an older audience, yet are presented in a way that is still accessible to a younger audience. In the process of this project, we have drawn up concept art and storyboards, written character biographies and scripts, created sets and characters using 2D and 3D animation software, and begun setting up the infrastructure for the studio, Studio Skald, with which we may create this series.

Contributors

Agent

Created

Date Created
2017-12

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The Art of Humans Being: An Original Screenplay by Cassidy Graves

Description

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius,

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius, Lu, and our hero, 17-year-old high school senior of average smarts, Finn. We are first introduced to these characters as they struggle with fitting in both at school and in their lives at home. Lu and Finn feel a disconnect with their families, but both share a common appreciation for art and the escape it provides. Though her entire family is involved in artistic and creative pursuits, Lu has never painted a day in her life but dreams of one day being a great artist. Finn, on the other hand, has inherited his deceased mother’s immense talent with a paintbrush, but is hesitant to live in her shadow. Upon seeing their desire to paint, their high school art teacher—Miss Ro—encourages Finn and Lu to enter the world-renowned art competition Palette Parfaite, created by the famous French artist Madame Inès. In order to enter this art competition, contestants must dive inside a painting. As such, Lu and Finn are forced to literally enter the art world. Once inside the painting, they are introduced to colorful characters, stunning landscapes, and an entire studio of art materials that can only be described as every artists’ dream. However, the more time they spend inside the painting, the sooner Lu and Finn realize that this dreamlike world is not quite what it seems. "The Art of Humans Being" seeks to explore the world of art through the following questions: What happens to the forgotten art that has been discarded after being deemed “not good enough” to be finished? What happens to human beings who are treated the same? And finally, what happens when we accept people for who they are and what they create, even if they have flaws; even if they’re still works in progress?

Contributors

Agent

Created

Date Created
2018-05

Renewal Philosophy - Honors Project

Description

The Renewal Philosophy thesis project consisted of two parts: the creation of a website for Dr. Anderson's Renewal Philosophy project and the development of four videos to be used in Dr. Anderson's classes at Arizona State University. The project includes

The Renewal Philosophy thesis project consisted of two parts: the creation of a website for Dr. Anderson's Renewal Philosophy project and the development of four videos to be used in Dr. Anderson's classes at Arizona State University. The project includes a written description of the processes and methods used in the completion of the website and videos.

Contributors

Agent

Created

Date Created
2018-05

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Disney Animated Film and its Negative Impact on Children

Description

The Walt Disney Company has been a worldwide phenomenon for over half a century. Disney's animated films in particular impact a large number of individuals around the world. The fact that they rerelease popular films every few years lends to

The Walt Disney Company has been a worldwide phenomenon for over half a century. Disney's animated films in particular impact a large number of individuals around the world. The fact that they rerelease popular films every few years lends to the lasting influence these movies will hold in the lives of children to come. It is important to examine the messages Disney animated films can teach children in regards to women's roles, United States history, and racial difference. This essay examines these topics as they appear in Disney's Snow White and the Seven Dwarves, The Little Mermaid, Pocahontas, and The Lion King. Lastly, it examines the potential impact these films can leave on children and suggests ways in which adults can help children analyze what they see in the media.

Contributors

Created

Date Created
2014-12

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Dead Letter Office: A Study in Animation

Description

Dead Letter Office is an experiment in story-telling through computer animation; investigating world-building through nineteenth-century Victorian culture infused with the folklore of White Socks and set in a fictional city. This manuscript documents the output-oriented approach behind the creative project

Dead Letter Office is an experiment in story-telling through computer animation; investigating world-building through nineteenth-century Victorian culture infused with the folklore of White Socks and set in a fictional city. This manuscript documents the output-oriented approach behind the creative project and is divided into two parts: conceptual development and technical execution. The first half will talk about the world in with Dead Letter Office takes place, the evolution of the storyline, and how it draws from its historical influences. The second half will be a breakdown of process and assumes a basic knowledge of Atodesk Maya 2012, placing stronger emphasis on modeling, texturing, and rendering, as well as the creation of a streamlined workflow by utilizing third-party MEL scripts and stand-alone programs. It is not a step-by-step tutorial, but rather aims to discuss different options in 3-D animation, explain the reasoning for my choices, and hopefully share suggestions on general good practice.

Contributors

Agent

Created

Date Created
2012-05

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Marketing + Distribution for the Independent Animator

Description

A self-help guide for the independent animator. Answers the question, "What do I do when I finish a film?" Includes information on how to successfully market a film as well as different avenues of distribution. Discusses both shorts and features.

Contributors

Agent

Created

Date Created
2015-05