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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 lasting influence these movies will hold in the lives

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.
ContributorsMonnig, Elizabeth Ann (Author) / Baker, Aaron (Thesis director) / Sandlin, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-12
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DescriptionA 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.
ContributorsHoma, Christopher Andres Burruel (Author) / Pinholster, Jacob (Thesis director) / Bernstein, Gregory (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Film, Dance and Theatre (Contributor) / School of Art (Contributor)
Created2015-05
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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 taken seriously. Analysis is done on the stereotypes and coding

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.
ContributorsVuong, Hansen (Author) / Dove-Viebahn, Aviva (Thesis director) / Bryant, Jason (Committee member) / Chemical Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Trailers are an effective tool used by marketing teams in the film industry to persuade people to spend money to see a movie. Their role in film marketing has changed and exponentially increased throughout the history of the medium, and their form is constantly evolving. While the core function of

Trailers are an effective tool used by marketing teams in the film industry to persuade people to spend money to see a movie. Their role in film marketing has changed and exponentially increased throughout the history of the medium, and their form is constantly evolving. While the core function of trailers is to advertise a finished product, they are created with a focused effort on grabbing an audience's attention and initiating an emotional interaction. The development of a feature film trailer by an organized marketing group is also an artistic venture that requires a high level of proficiency at editing and storytelling to effectively communicate the necessary elements of a film in an effort to persuade. Trailer making is a craft honed by an extraordinary amount of person-hours and intentionality, with a blend of plenty of diegetic and non-diegetic functions which exhibit the best parts of a movie. While trailers can suffer from hyperbolicism as well as excessive genre signaling, it's important to stand out and prove a product worthy of a customer's dollars especially in a film culture saturated with content. As marketing budgets continue to balloon in the entertainment industry, it seems that trailers will continue to be a mainstay of promoting art, and will evolve to fit any societal shifts they encounter.
ContributorsHolmgren, Devin Brent (Author) / Scott, Jason Davids (Thesis director) / Fortunato, Joseph (Committee member) / School of Film, Dance and Theatre (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
DescriptionA short film about a mother and a daughter.
ContributorsJun, Seo-Young (Author) / Taylor, Philip (Thesis director) / Bernstein, Gregory (Committee member) / Clay, Anne Safiya (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2013-12
Description
Immortal Warrior Sky Falconer is a seventeen-minute "proof of concept" animatic for a theoretical animated series. The thesis project was focused on the process of making such a product come to be. Through the two semesters I took ideas to my professor for approval starting with a basic pitch and

Immortal Warrior Sky Falconer is a seventeen-minute "proof of concept" animatic for a theoretical animated series. The thesis project was focused on the process of making such a product come to be. Through the two semesters I took ideas to my professor for approval starting with a basic pitch and slowly refined them into a singular product combination art, writing and sound effects. From script, to storyboard, to final cut, this project has been one of constant tweaking of the various components into the product you see today that is whole, but still has room to be built upon.
ContributorsSmith, Damon Randall (Author) / Connell, Ellery (Thesis director) / Renzulli, Virgil (Committee member) / School of Film, Dance and Theatre (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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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 Community College (GCC) to produce an interactive product intended to

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.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Every color that you see in film is purposely chosen by the filmmakers. The majority of film viewers do not consciously realize the role that color plays in their movie experience. Subconsciously, viewers are deeply affected by the color choices in the film as it changes moods, tones, characters, and

Every color that you see in film is purposely chosen by the filmmakers. The majority of film viewers do not consciously realize the role that color plays in their movie experience. Subconsciously, viewers are deeply affected by the color choices in the film as it changes moods, tones, characters, and more. By examining color in film, filmmakers are able to create better stories, therefore having a greater effect on the audience. By becoming aware of the role of color in film, audience members become better, more involved viewers.
The following project is cut into three major parts: Color Theory in Film, An Analysis of Symbolic Color, and the Technical Applications of Color in Film. Part One gives the necessary background on color theory, light theory, color mixing, color associations, and color palettes needed to understand the rest of the project. Part Two examines color symbolism and color psychology in three films, detailing their importance to the storylines in-depth. Part Three looks at the ways filmmakers employ color during post-production, principal photography, and post-production. By looking at production design, the history of color grading, and the power of lighting and cinematography, one is able to discern the different effects color creates and how that effect is created.
ContributorsMcholland, Megan (Author) / Nascimento, Eliciana (Thesis director) / Klucsarits, Philip (Committee member) / Dean, Herberger Institute for Design and the Arts (Contributor) / School of Art (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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, Lu, and our hero, 17-year-old high school senior of average

"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?
ContributorsGraves, Cassidy Aadland (Author) / Bernstein, Gregory (Thesis director) / Maday, Gregory (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
My thesis project entitled Petticoats for Petty Killers was a feature length screenplay intended to be a solid first draft in the area of screenwriting. The story follows a young woman named Lottie in Victorian Era London, as women in her class are murdered by a serial killer. When her

My thesis project entitled Petticoats for Petty Killers was a feature length screenplay intended to be a solid first draft in the area of screenwriting. The story follows a young woman named Lottie in Victorian Era London, as women in her class are murdered by a serial killer. When her best friend becomes a victim, Lottie takes it upon herself to dress up as a man and solve the crime. In order to complete this project, I began in an Introduction to Screenwriting course in order to understand the basics. From formatting, to story, and plot I learned the essentials of screenwriting. Though often lacking written detail, screenplays require a visualization of the actual film. My conception of the project came from murder mysteries, period pieces, and concepts involving hardheaded women head of their time. This included Jack the Ripper, Sherlock Holmes, The Da Vinci Code, and Outlander. I researched the victorian era with Great Courses, read screenwriting books such as Save the Cat and The Writer’s Journey, and read screenplays for films. Most helpful was the former novel and the screenplay for Silence of the Lambs, as the story followed the same flow with a strong female protagonist. I spent time drafting outlines, treatments, and character development in order to keep a strong flow and dynamic character arcs. With the basics in place, I wrote the first twenty pages (the first act) a handful of times. The outline was perfected and written out into the full eighty-three pages. With a lot of exposition, stagnant characters, weird time jumps, and too much dialogue I redid the first act another two times. Finally, my director and I determined that further changes would be reserved for later drafts, and that this first draft of eighty-three pages was complete.
ContributorsLee, Samantha Morrow (Author) / Bernstein, Gregory (Thesis director) / Nascimento, Eliciana (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05