Tagged: animation

Disney Announces Paperman to be Shown with Wreck-It Ralph

BURBANK, Calif. (June 15, 2012) – Walt Disney Animation Studios (WDAS) announced today that “Paperman,” a groundbreaking short film combining the best of the computer-generated and hand-drawn animation worlds, will make its theatrical debut in front of Wreck-It Ralph, a hilarious, arcade-game-hopping adventure that hits theaters nationwide on Nov. 2, 2012. The short will play in front of Wreck-It Ralph for most international markets (release dates vary by market). Taking the art of animation in a bold new direction, “Paperman” is directed by John Kahrs and produced by Kristina Reed.

Using a minimalist black-and-white style, the short follows the story of a lonely young man in mid-century New York City, whose destiny takes an unexpected turn after a chance meeting with a beautiful woman on his morning commute. Convinced the girl of his dreams is gone forever, he gets a second chance when he spots her in a skyscraper window across the avenue from his office. With only his heart, imagination and a stack of papers to get her attention, his efforts are no match for what fate has in store for him.

Kahrs, a veteran animator who joined WDAS in 2007, led an innovative team of 2D and CG artists who used a proprietary program called Meander to create the short. Employing a technique called final line advection, artists were able to add a level of grace and expressiveness never before seen in an animated film.

The world premiere of the short took place on the opening night of the Annecy International Animation Film Festival, June 4, 2012. Its U.S. premiere is slated for the Los Angeles Film Festival on June 17, 2012.

REVIEW: I Love Kawaii, Selected by Charuca

This is not the kind of book that lends itself to a detailed, in-depth review, but that’s just fine: it’s about what I need on a night when I want to keep up a string of daily review posts but feel too lethargic for overly energetic thinking and typing. (I was up at 5:15 for the bi-weekly global 8 AM meeting, so it’s already been a long day.)

Charuca is a character illustrator and designer from Barcelona; kawaii is a Japanese word for a very Japanese term — a super-“cute” style of art, all rounded lines, neotenic features, and massively anthropomorphized everything; and I Love Kawaii is a collection of art from kawaii artists from all over the world, each with four to eight pages of their art, contact and website information, and a short descriptive paragraph by Charuca.

No one ever says so explicitly, but kawaii looks like a style driven almost entirely by female artists. (There may be some seminal men lurking in the background, but I hope not; I want the women to have this movement for their own, just because.) It’s usually bright, full of saturated colors and crisp vector graphics, though there are some artists here who mix goth or folk art of classic childrens-book illustration styles into their kawaii, which gives I Love Kawaii more variety and visual interest than it otherwise would have.

The artists profiled here work in animation, in licensed-character design, in the production of vinyl figures — in short, in just about every niche of illustration you can think of other than “fine art” — since kawaii is a style meant to be produced, either mass or in small batches, and sent out into the world in waves. Their work is lovely and fun and bouncy and energetic and lovely and occasionally (just occasionally!) so sweet that it will rot all of the teeth out of your head in a second.

Monday Mix Up: “Batman: The Animated Series” and “Arkham City”

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It’s been almost twenty years since Batman: The Animated Series hit the airwaves and kicked off the doors of what could be done with the character and with animation in general and television animation in particular, in the wake of the successful Michael Keaton movies.

Ever wonder what it might be like if they made The Animated Series today, in the wake of Batman Begins and The Dark Knight? Perhaps it would be something like this…

Just imagine if he made this using the Animated Series skins for [[[Arkham City]]]…

The Point Radio: COVERT AFFAIRS & The REM Connection

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Every LOONEY TUNE Fan has a favorites character – and director. We open up the floor on that topic with animation superstar PAUL DINI, plus we slip backstage for the start of our look at USA Network‘s COVERT AFFAIRS and just where the band REM fits in.

 

The Point Radio is on the air right now – 24 hours a day of pop culture fun for FREE. GO HERE and LISTEN FREE on any computer or mobile device– and please check us out on Facebook right here & toss us a “like” or follow us on Twitter @ThePointRadio.

Dwayne McDuffie and Earl Kress to Receive WGAW Animation Writing Awards

Dwayne McDuffie by Glen Muramaki & Andrew PepoyI guess the write-in campaign worked. Applause to the Writers Guild for honoring these guys.

Dwayne McDuffie and Earl Kress are set to receive the Writers Guild of America, West Animation Writers Caucus’ 14th annual Animation Writing Award posthumously. The honor recognizes their animation writing work and their efforts to organize animation for the guild.

“This year, animation lost two talented, hard-working people who have given much of themselves and their talent to our field,” said AWC chair Craig Miller. “Dwayne McDuffie was a talented writer and creator of comics and animation who worked hard for others, particularly for minority writers. Earl Kress was a writer whose career included both feature and TV animation and hard work on behalf of all animation writers as a member of the WGA Animation Writers Caucus and the Animation Guild Board of Directors. Both were people I was glad to call friend and colleague, and whose efforts, it can truthfully be said, made all of us the better for them.”

via Dwayne McDuffie and Earl Kress to Receive WGAW Animation Writing Award – Hollywood Reporter.

All Pulp Interviews – Will Meugniot

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Prolific artist Will Meugniot has worked in comic book, animation, picture books, and more. All Pulp recently sat down with Will to talk about his career, his artistic influences, the differences between working in animation and comics, plus his pulp interests.

Click on the art for a larger view.

AP: Tell us a little about yourself and your pulp interests.

WM: I grew up in the 60s. It was a great time to be a kid interested in adventure fiction. Marvel and DC’s superhero revivals spurred many other publishers to enter the field, so you never knew what great comics you’d find when they finally opened the bales at the grocery store.

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N.E.D.O.R. Agents

A similar thing happened in paperback books. Ace discovered that some editions of certain Edgar Rice Burroughs books had fallen out of copyright, published them, and triggered a pulp revival, which brought everything from Otis Adelbert Kline to Doc Savage back into print.

Doc was my favorite of the pulp heroes, though I bought as many reprints of The Shadow, The Spider, Phantom Detective and Dusty Ayres as I could find and afford. Related to this, I’m also a big fan of the sound serials and have a collection of most of the non-westerns on DVD.

AP: What does pulp mean to you?

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Spider-Man Unlimited Vulture

WM: It means stories which focus on fast paced action in exotic locales and feature larger than life heroes and villains. On a personal note, I grew up in a small farming town and yearned for a larger life full of adventure. The pulp heroes pointed the way, and while I’ve never taken down a globe conquering miscreant, I have had a few interesting overseas experiences in my travels as a producer/director.
AP: When I think of Will Meugniot comics, I think of DNAgents (I’m proud to say I have the entire run) and FemForce. How did you get your start in comics and what is it that excites you about working in comics?
WM: First, thanks for thinking of my comics! So much of my time has been tied up doing animation that I really haven’t done as many comics as I intended.

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Tarzan. Dave Stevens inks

I first broke into the comics in the 1970s doing strips for undergrounds like The OK Comics tabloid and ‘ground level’ early direct sales books like Faeiry Star. My big break came when I sent Marvel a batch of sample pages featuring characters which didn’t have their own strips at the time: Guardians of the Galaxy, Ka-Zar, Nick Fury, and the one that paid off, Tigra. I did a couple of issues of that, then Marvel imploded and I was out, but fortunately, Tony Isabella showed Mark Evanier some of my uninked pencils. Based on them, Mark gave me work on the Tarzan and Korak comics he was editing for Edgar Rice Burroughs, Inc. That lasted for almost a year, but Marvel took the Tarzan license and the ERB line was cancelled, which was what sent me into animation.

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DNAgents

A few years later, my friend Dave Stevens came by the Marvel animation offices to score some free Xeroxes of his as yet unpublished Rocketeer. (Which was OK with the company, BTW – it was very ‘family’ oriented and Dave had worked for its previous incarnation, DePatie Freleng.) Dave told Rick Hoberg, Russ Heath and me about the new creator-owned comics movement, and got us excited by it. I phoned up Mark to see if he was interested, and that’s how DNAgents and the second phase of my comics career began.
The things I love most about comics are the creative freedom, and the ability to do a piece of art which is identifiably your own. Animation requires you to blend into the style of the series, and by its nature results in work which is largely anonymous by design. I’m thankful and surprised that so many people recognize my work in that field.

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Golden Girl

AP: I assume you get this question from time to time, but has there been any consideration of you and Mark Evanier doing more DNAgents stories?

WM: We’ve come close a few times, and I suspect we’ll do something with them in the next few years. Mark and I have stayed friends, but our careers have gone down different paths and it’s rare for us to have a big block of time free simultaneously.

I’m tightly booked for the next year or so with the N.E.D.O.R. Agents, a graphic novel of The Land That Time Forgot, Caspak (written by the great Martin Powell), and it looks like the pilot for an animated series I directed this summer clicked and the show will be in production as well.

The Land That Time Forgot: Caspak. The Step-By-Step Process
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Zombie Monkey Monster Jamboree

AP: The Zombie Monkey Monster Jamboree book by you and J. J. Hart looks to be a pulpy fun ride. Tell us a bit about the book and what inspired it.

WM: My friends Shannon Denton and Patrick Coyle started a line of picture books under their Actionopolis imprint and invited me to do one. Zombie Monkey was already written, and I loved the subject matter of boy scouts versus zombified monkies, so of course I said yes! I’ve also illustrated a couple of other children’s books for Actionopolis, Pandora, and my favorite, The Boy Who Cried Wolf. I think you can still get all of them on Amazon.

AP: Where do you, or would you like to, see the comic book industry in 5 or 10 years?

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Zombie Monkey Monster Jamboree

WM: I’d like to see it alive! This is a moment of incredible danger and opportunity for the industry. There is a clear shift in the way the medium will be distributed and that is going to ultimately affect its form. I don’t think print is going away, but I suspect we’re going to see a lot more print on demand and print to preorder books with the bulk of the distribution going electronic. Luddite that I am, I’m focusing on print at the moment, just because I love the feel of the physical product.

AP: With the advent of digital comics, the way many read comics has changed. What are your thoughts on digital comics and their impact on the industry and readers?

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Pyro-Girl Animation Promo Art

WM: There is a need to adapt to the market, and it’s clear many younger readers prefer reading on a screen. The upside is that distribution costs should be less in the long run. The downside is that many publishers seem to be ignoring their responsibility and need to help the current and very important to the industry’s long term health distribution system with the shift.

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Ultimate Avengers 2

AP: You’ve produced and directed several animation projects from The Real Ghostbusters, G.I. Joe, X-Men, EXOsquad, Jem and the Holograms, Conan, Captain Planet, Spider-man, Stargate, and more. How did you make the transition from comics to animation and what are the similarities and differences between them?

WM: The shift was an economic necessity for me at the time, and was achieved by dumb luck.
It started when Mark Evanier ran into Don Jurwich, producer of the Super-Friends cartoons. Don knew Mark had done comics and mentioned that Hanna Barbera was looking for artists with comics experience to help on the new action shows they’d sold for the 1978 TV season. Mark suggested I cold call HB and ask about it, so I did. The girl at the switchboard asked me whom I’d like to talk to and I said, “The producer doing the action shows.”

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FemForce 158

She hooked me up with Doug Wildey (creator of Jonny Quest), which resulted in my being hired as a layout artist on his Godzilla series. Doug was a huge influence and a great teacher. I started drawing storyboards on the side for him, and we both realized that doing boards came naturally to me, so Doug brought me in house as his assistant, handing out and editing boards on Godzilla and Jana of the Jungle. He even let me do the retakes and meet with the clients on some episodes, which was a rare and generous thing. My next boss after Doug was Tex Avery who was the storyboard supervisor on The Thing, a comedy cartoon about Marvel’s Thing. I had great basic training.

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Zombie Monkey Monster Jamboree

While they are similar in some respects, film and comics are two different beasts. One of the things I’m really enjoying about my current strips is going back to form with them and using all of the classic devices which are unique to the comic book: varying panel sizes (the aspect ratio is constant in film, but it doesn’t have to be in comics), internalized dialogue via thought balloons (much more fluid that doing a voiceover to convey thought in a film), and even visualized sound effects via display lettering.

AP: Who are some of your artistic/creative influences?

WM: Kirby, Wood, Ditko, Williamson, Colan and Frazetta are the main ones. I particularly admire Wood as an artist/writer.

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X-Men Storyboards

AP: What does Will Meugniot do when not making comic books?

WM: Professionally a lot of cartoons, either storyboarding or directing. Privately, I love old movies and non-fiction books about comics, movie serials and biographies. I also like just hanging out with my wife of 40 years, Jo.

AP: Where can readers find learn more about you and your work?

WM: I have a website: http://www.storyboardpro.com of which I’ve been very negligent, but features a lot of my art. My blog is www.maskedmayhem.blogspot.com I write about my interests there.

AP: Any upcoming projects you would like to mention?

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Zombie Monkey Monster Jamboree

WM: N.E.D.O.R. Agents is the big one at the moment. It has a 3 page preview in FemForce 156, a 26 page story in FemForce 157, and its own cover and 20 pages of story in FemForce 158. PREVIEWSworld is doing a Facebook promotion with me for the strip. If you ‘like’ their page, you’ll be able to follow the strip there and enter some contests to win original art, too.

AP: Are there any upcoming convention appearances or signings coming up where fans can meet you?

WM: I’m sorting that out now as part of the PREVIEWSworld promotion. Follow them on Facebook for updates about my appearances.

AP: You have served as a writer, artist, producer, and director. Are there any creative areas you’ve not been worked in that you would like to try your hand at doing?

WM: At some point, I’m going to do some low budget live action work as a director. It’s been offered me in the past, but I’ve just been too busy to take it on.

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Meet Vanity

AP: And finally, what advice would you give to anyone wanting to work in comics, animation, and/or art?
WM: The main thing is to DO IT. You’re not a writer unless you write. You’re not an artist if you don’t create art. Don’t let your fear of rejection stand in your way of doing.

AP: Thanks, Will.

GLENN HAUMAN: The Thirty Year War

“Ladies and gentlemen… rock and roll.”

With those words thirty years ago today, a revolution came to an industry. The old ways of consuming pop culture weren’t dead, per se, but they were being badly eclipsed by what was coming down the coaxial cable into the home. And although it didn’t happen overnight, the old ways of doing business were gone forever. No longer would marketing to individual distributors scattered across the country in fragmented markets work, you had to change to a larger brand identity that relied on visual punch and integration with new media.

The new medium was subversive. Innovators could create for the new communications channel and gain a tremendous first mover advantage, which could then be maintained by fresh content on a constant basis.

In time, a new crop of stars came to the foreground. Some of them were pros from the old guard who learned to adapt. Others were people who couldn’t break in under the old regimes, but found a way in the new uncharted territories. And some of the most interesting work came from people who were immersed in the new ways, who didn’t have any reference for “the way things were supposed to be done” and came in and broke the rules precisely because they didn’t have any idea what the rules were.

This was incredibly disruptive, as you can well imagine. Some people simply couldn’t make the leap– their stuff just didn’t look all that hot. Some were too entrenched in the old system. But the ones who probably got it worst were the stores. First, the mom and pops and the hobbyists got pushed out, or amped up their game and got big. Then the formats changed, and while purists claimed the new digital format leached out all the fire and passion and humanity, most people either couldn’t tell the difference or—heresy!— preferred the shiny new format without scratches or imperfections, copies that were as crisp and sharp the thousandth time as they were the first. Soon, the old format was completely gone from the stores, and for that matter, a lot of the stores were gone too. The stores that carried the new digital format did okay… for a while. But then after a few years, most of them disappeared too, even some of the biggest.

In time, even the new channel lost focus. They started making movies, and dabbled in animation. But after a while, they seemed to stop being as relevant as they used to be, branching off with new storylines and products that seemed to have no connection to what they were once known for– even their name was divorced from their identity. It didn’t seem to be a problem, they were still reaching the demographic they were shooting for, or so it seemed, and they were still making money, although not as much as they were, because times change, y’know? Besides, they’d say, you just aren’t getting it because you’re old, and this is what the kids want now. They ignored the cries of people who said they’d completely gotten away from their original focus, but maybe they had a point– after all, you couldn’t cater to the fans of the old stuff forever. We can still make things for the nostalgia market, but we have to pay attention to the new audience too. And really, have you looked at some of the old stuff recently? It’s downright primitive. These were met with the predictable cries of “Sellout!” Meanwhile, new artists still break through to new audiences any way they can.

Mike Gold’s edict is that these columns should have something to do with comics.

Yeah.

I saw the latest reboot with new 52
We thought it was another crisis to go through
We didn’t know that printer invoices were due
ohh, ohh…
They took the blame for all collector dormancy
Forced to adapt their ways to new technology
and now I understand the problem at DC
ohh, ohh…
What did they tell you?
ohh, ohh…
There was no sell-through…

Conan the Adventurer Season One Coming to DVD

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Image via Wikipedia

Yeah, we sort of forgot this animated series even existed but to celebrate the Cimmerian’s return to the Big Screen, Shout! Factory is releasing the first season on two discs, coming out this Tuesday.
Here’s a refresher:

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Video Game Review: “Alice: Madness Returns”

In the year 2000, American McGee’s Alice took the story of Alice in Wonderland and turned it on it’s already twisted head. As a sequel of sorts to the books, the game opens with an accidental fire destroying Alice’s home in Victorian London, in which her parents and sister die. Alice then attempts to commit suicide (due to survivor’s guilt) and is committed to Rutledge Asylum. While there, her shattered psyche has her (and players) revisiting the Wonderland of her childhood, now decayed under the rule of the Queen of Hearts. By the game’s end, she destroys the Queen (who some believe to be a manifestation of her own insanity) and restores Wonderland to its original charm and glory, and is declared stable (or stable enough) to leave the asylum.

Perhaps that wasn’t for the best, however. In [[[Alice: Madness Returns]]] (out now on PC, PS3 and Xbox 360), it’s eleven years since Alice left Rutledge (and, ironically, eleven years after the original game). Alice is living with and being cared for by a child psychiatrist in London (as his oldest patient), and the death of her family continues to stalk her. Her madness has manifested again, and now she finds herself returning to Wonderland – albeit the Wonderland that we now know to be imagined – in order to restore order to its now-recurring chaos. This time, though, there’s an bigger question fueling her madness: was the fire that caused it all accidental?

The game divides its time between two settings: Victorian London, with its bleak, muted color palette, and the visual mind-bender that is Wonderland. Take Tim Burton, throw him in a blender with Dali and Picasso, and add a dash of steroids and heroin, and you’ll have a rough approximation of the visuals here. The settings are stunning, from the steampunk-esque Hatter stage, to the underwater follies of the carpenter and the Walrus, to the card bridge and the Queensworld…it’s all, well, fairly crazy actually. The animation is also fluid, as Alice jumps, twirls and floats through demonic paranoias and her own destroyed psyche, made visual in Wonderland. She can even shrink in size to pass through keyholes, which also gives her a new perspective on the layout of a level, revealing hidden clues as to where to go next, or thing she just couldn’t see at normal size.

At it’s heart, Madness Returns is a platformer, but there’s a heavy bent on action. Alice has many weapons at her disposal to use against the negative densiens of her mind. At first, black slime with babydoll faces known as “ruins” populate the land, and Alice can dispatch them with her trusty Vorpal Blade (which goes Snicker-Snack!) or a Pepper Grinder (basically a hand-cranked machine gun). Later she gains a Hobby Horse, which she uses as a melee club to bash and smash. All of these weapons flow effectively into one another for combos, and when combined with the dodge move, become invaluable in escaping hasty death from an onslaught of enemies. After traversing some areas, the foes become more familiar, namely the Card Guards, only now more…demon-esque.

As a platformer, there’s also a good amount of gathering collectibles, and each one has it’s own use. Scattered throughout the land are memories, which piece together the story for Alice (and the player). There are also teeth, which Alice gathers from fallen foes or smashable objects, and are used as currency in the game to upgrade weapons. It all seems like typical fare for an action platformer, but teh setting and storyline are really what set this one apart. There’s some truly messed-up things here, and the game really pushes the M rating.

If there were one complaint to make towards the game, it’s more about the little hiccups you encounter during gameplay. Sometimes, Alice will get hung up on an invisible wall or something in the floor, usually after releasing the “shrink” button on the controller. It’s a minor setback, but when the animation is usualy so fluid, getting held up in a graphical glitch can take one out of the moment. Also, the level layout is preposterously long. One chapter can have several individual sections, feeling like their own levels, but are really part of the chapter istelf. Sometimes this works to move the story along, and sometimes it gives the player the feeling of the developers trying to drag out the length of the game. Alice herself even comments on this, in a manor, when asked repeatedly by various characters in the game to do tasks for her, acting as though the level would be much shorter had they simply done teh task themselves. But then, it wouldn’t be a game then, would it?

While it isn’t a perfect game, it is certainly a fun one, and visually, one that will take hold of you, with it’s abstract settings and newspaper cut-out style cut scenes. It’s all very stylized and slick. As an added bonus, the original American McGee’s Alice is included on the disc (unlockable by download on an online pass included with new copies of the game). Playing through it is definitely a treat to those not familiar with the original, though I will say, it hasn’t held up well over time.

If you’re looking for solid action, decent platforming and puzzles, and a intriguing storyline, you needn’t look much further than here. While it may seems a bit unfair at times with the number of enemies beset upon you, the story is one certainly worth going through, and the adventure is truly a fascinating one. Horiffic though it may be for our heroine.

Rating (based on a scale of BUY IT, RENT IT, SKIP IT):

BUY IT!

Green Lantern: Emerald Knights

To support The Dark Knight, Warner Premiere offered up Batman: Gotham Knight, a collection of stories from various animators that were dark and largely uninteresting. It’s gratifying to see that they have learned from this rare misfire and have offered up a companion to this month’s The Green Lantern feature film with Green Lantern: Emerald Knights, on sale Tuesday. There are five stories, largely culled from the comic books, with a sixth tale connecting everything together. Essentially, Krona, the fallen Guardian, has come back from banishment as an enormous, angry form, having coalesced within a star. Summoning Shadow Demons from the Anti-Matter Universe of Qward, Krona threatens the Guardians and their world of Oa.

The entire Green Lantern Corps has been summoned to deal with this cosmic danger but they pause to stand in line to take their turn recharging their rings. While waiting patiently to save all of reality, Hal Jordan (Nathan Fillion) spins tales for his latest recruit, the young, idealistic Arisia (Elisabeth Moss). On the one hand, Krona is a big menace and the climactic scenes are incredibly strong and powerful. There’s a scope to his rising from within the sun that is what animation and comics is all about. That sense of scope, though, is missing from the frame in that in the comics, the central Power Battery was large enough that scores of the Corps could float before it and recharge en masse. Watching them stand in a queue is absurd.

The frame and five stories along with the characterization and visualization of the Corps and Guardians are cherry-picked and modified from the fifty years comics featuring the second incarnation of the Green Lantern. It’s nice to see that several people with comic book roots, including GL editor Eddie Berganza, got a shot at penning some of these stories. About the oddest juxtaposition of realities is seeing Sinestro (Jason Isaacs) still a member of the corps in good standing. Why he’s here is clearly a nod to his role in the live-action film, done so as not to confuse viewers.

We’re told the story of “The First Lantern” (written by Michael Green & Marc Guggenheim) which tells us a variant version of how the Corps was formed. It’s still a solid story showing how anyone can become a hero and show others the way to act. There are mammoth space battles and lots of ring-slinging but why the planet is under attack and the motives of the attackers are never even questioned, let alone explored. (more…)