Monday, February 25, 2013

2-Hour Meeting Answer #3

1. What is the most important aspect of designing a character for an animated feature?
2. My third answer is about the next step in animation: the storyboarding process.
3. Storyboards consist of sketched scenes on a series of panels, somewhat like in a comic book. The panels are meant to show the progression of the script from beginning to end. Every motion-picture, cartoon, and animated short had to be “pitched” as a storyboard in order to receive approval and begin animating.
   The purpose of the storyboard is to get an idea of how the storyline will play out and if it is good enough to put into actual animation. The storyboard will often include notes about camera angles, character actions, and dialogue.
  
    Here is an excellent example of a storyboard and how it is used. One of the storyboard artists from SpongeBob Squarepants is shown here pitching an idea for an episode; showing his storyboard during his presentation:
http://www.youtube.com/watch?v=nrqF1zlmGLA5
4. I have a book on animation that included storyboarding as part of the animation process. The book, which I have used for research check, is called How to Animate SpongeBob Squarepants. It is not the only book I have about animation that talks about storyboards (there is also much information on the internet), but it is one of my favorites.
5. At this moment, while I am not entirely sure what to study next, I want to look more into the actual animation process (primarily computer programs) to see if I can create a short animated feature.

Sunday, February 24, 2013

Mentorship

Art Center College of Design, Pasadena 2/23/2012 3 hours • Alexandria Kaplan
• CG freelance artist
• Art Center instructor Learned how to construct a hand in Maya, creating each finger and the palm of the hand out of cubes. Did  not finish, so everyone is going to try and complete it next week. The shapes are still very blocky. At end of class, went over different faces of real actors to show unusual features each of them possessed. This was important because, in addition to finishing the hands, we are going to model heads next week. 49 hours
15 minutes

Wednesday, February 20, 2013

Fourth Interview Questions

1. What is the most important aspect of designing a character for an animated feature?
2. Will a concept artist lose childish appeal if drawings have too much anatomy?
3. Should a design artist be more concerned with constructing a character so that its physical appearance suggests its personality, or that the character’s personality dictates its appearance?
4. How often do designers flounder with indecision when developing a character? Do they ever know precisely what they want?
5. Is there any game or movie that has been successful in character design?  
    What is it that makes it appealing?
6. What kind of sources do you rely on when developing characters for animation?
7. How can an animator find inspiration for character designs?
8. Walt Disney said that the eyes are the most important of character expression. Do you agree? Why or why not?
9. What makes models sheets such an important part of animation?
10. How can an animator keep characters looking consistent in a model sheet?
11. What can an animator do to improve drawing the character from different angle?
12. How does one develop the storyline for an animated feature?
13. When creating a storyboard, is it necessary to use camera actions such as "cut," "zoom," and such? Why or why not?
 14. When drawing using perspective, do you think it’s better to eyeball or use physical drawing tools such as a ruler?
15. What makes a character’s personality so important in the storyline?
16. Is it typical to give the main character a strong personality and background story, or leave him/her a blank slate? Why?
17. Would the storyline of an animation sequence be better told if the writer and character designer are the same person? If yes, why? If no, why not?
18. From an artist’s point of view, do you think people prefer characters to be more “cartoony” or highly realistic?
19. Should an animator copyright their design before it is officially recognized in the industry?
Why or why not?
20. What advice can you give an aspiring artist hoping to get their work known in public?

Sunday, February 17, 2013

Mentorship

Location Date Hours Instructor What I did Total Hours
Art Center College of Design, Pasadena 2/16/2013
3 hours
Alexandria Kaplan
• CG freelance artist
• Art Center instructor When, class started, went on Maya and learned how to load a reference drawing (aka model sheet) onto the grid (in this case, it was half of a human). Learned how to construct cubes over the human (the cubes could be made transparent in order to see the figure beneath) and then move the vertexes to make it shaped like the human. It was rough and blocky, but have not yet learned how to smooth it out. Had to do this for three different angles: front, back, and side. Encouraged to bring model sheet drawings of characters (could be your own or something from television/movies) to try and construct on Maya.
 46 hours
15 minutes







Friday, February 15, 2013

WB

19/6/2012ARTL (Article)Meir, Doron A. "Acting and Animation." Animation Arena Helping you break into the Animation, Video Game and Visual Effects industry with advice and interviews with professional Character Animators, Game Designers and more, Web. 6 Sept. 2012. <http://www.animationarena.com/acting-and-animation.html>Talks of how an animator is not just an artist, but also an actor. Explains the importance of personality in animated characters to make them seem real and believable.  Says how the animator should be able to "feel" the character, like the character has their own consciousness. The character's body language plays a big role to the storyline.
29/6/2012BLRB (Blurb)"Drawing for Animation." Animation Arena Helping you break into the Animation, Video Game and Visual Effects industry with advice and interviews with professional Character Animators, Game Designers and more. Animation Arena.com,  Web. 6 Sept. 2012. <http://www.animationarena.com/drawing-for-animation.html>States the importance of drawing for would-be animators. It explains the concept of "drawing what you see" and paying close attention to detail and perspective.  It gives several examples of drawing techniques tried by the writer of the article itself.
39/6/2012ENCY (Encyclopedia)Froehlich, Thomas J. "Animation Facts, information, pictures, Encyclopedia.com articles about Animation." Encyclopedia.com: Free Online Encyclopedia, Web. Sept. 2012. <http://www.encyclopedia.com/topic/Animation.aspx>Very informative gives a brief explaination of what animation is, the methods/techniques of animation that exist and what they are used for, and the history of animation itself. It also mentions Disney's creation of the animated short Steamboat Willie, as well as MGM and their well-known cartoon, Tom & Jerry. 
49/8/2012ARTL (Article)Roy, Kenny. "November 2011 Article - Non-Human Characters; The Spice of Your Demo Reel." KennyRoy.com, Web. 8 Sept. 2012. <http://www.kennyroy.com/public/November-2011-Article-NonHuman-Characters-The-Spice-of-Your-Demo-Reel.cfm?sd=53>Talks about demo reels. Mentions the lack of non-human characters performing on them and how it would benefit the reel's owner if they had some. States the popularity  of how television, video games, and even commercials feature non-human charactes. Non-human characters are not necessarily animals; they can include germs, inanimate objects, demons, and even bubbles! It states that having some non-human characters on a demo reel could bee great practice for the real world, as there are many employers in the TV, game, and commercial industries that are likely to use these characters.
59/8/2012ARTL (Article) Science Daily. "Computer animation." Science Daily: News & Articles in Science, Health, Environment & Technology, Web. 8 Sept. 2012. <http://www.sciencedaily.com/articles/c/computer_animation.htm>Gives a brief definition of animation. Reveals that computer generated animation (CG) can be used to create both 2D and 3D characters. It then explains how computer animated characters are created and animated.  Mentions the use of software such as 2D Flash and X3D (apparently used for game design and computer graphics).
69/8/2012BLRB (Blurb)"Animation School." Animation School net - Animation Schools and Video Game Design Schools. Animation School.net, Web. 8 Sept. 2012. <http://www.animationschool.net/animation-school.html>Mentions how the popularity of 3D animation took off when the Pixar movie Toy Story was released, as apparently it increased the demand for 3D animators. Colleges began offering couses for those who wanted degrees in animation. It gives tips and information on picking a good animation school for those interested in the topic. It suggests animation schools that also offer drawing classes, since that is a major must if you plan on becoming an animator and is strongly encouraged by everyone working in the field. Talks about finding instructors that have worked in studios in the past and finding out how many students actually graduate from the school. Finally, it suggests online classes for those with no nearby schools they can reach.
79/17/2012ARTL (Article)Kennedy , Mark . "Principles of Animation." Animation Arena Helping you break into the Animation, Video Game and Visual Effects industry with advice and interviews with professional Character Animators, Game Designers and more. Animation Arena.com, Web. 17 Sept. 2012. <http://www.animationarena.com/principles-of-animation.html>In this article, they have a picture of a scene (Tigger in a jumping pose) and talk about analyzing said scene until it becomes second nature. They give a list of principles that apply to the scene, such as pose, anatomy, mood, depth, straights and curves, etc. They then compare the first pose to a a second one (Tigger crouching, then jumping). The importance of the anatomy of the character is stressed. While the characters features or movements can be exaggerated, the anatomy should stay fairly the same. Talks about the effects of gravity on a character.
89/17/2012ARTL (Article)Bell, Ryan . "2D Animation: Dead, Dying or Just Napping? Part II: 3D Studio Maxim: Animation Magazine." Animation Magazine - The News, Business, Technology and Art of Animation. Animation Magazine Inc, 9 Sept. 2003. Web. 17 Sept. 2012. <http://www.animationmagazine.net/features/2d-animation-dead-dying-or-just-napping-part-ii-3d-studio-maxim/>This article is rather old, from 2003, but it states concern over the fact that "traditional" 2D animation may be dying out. However,  it suggests that the current popularity in CGI is merely a fad.
99/17/2012ARTL (Article)Keslensky , J.P. "Between The Frames: The Future of 2D Hand-Drawn Animation." Between The Frames. Media Productions, TallGrassRadio Studios , 17 Aug. 2005. Web. 17 Sept. 2012. <http://tallgrassradiostudios.blogspot.com/2005/08/future-of-2d-hand-drawn-animation.html>This article is also rather old, from 2005, but it states that it is unlikely that 2D animation is going to completely die off.  It instead suggests that 2D may evolve, but into what is still unknown.  It also says that the type of animation used does not make up for a poor storyline or static characters for a cartoon or feature film, which is the real determining factor in whether the movie/show was good or not.
109/24/2012BK          (Book)Muerer, Caleb. How to Animate SpongeBob Squarepants. 2003. Reprint. Laguna Hills, CA: Walter Foster Publishing, Inc., 2004. Print.This is my favorite book on animation. I do not care that it is short. It goes over every detail of animation using the SpongeBob characters as examples. It explains the use of expressions, squash and stretch, and even states to the reader a few shortcuts that animators use. It even has part of a stoyboard from the SpongeBob episode: Just One Bitethat they use to explain the use of storyboarding.
119/24/2012BK          (Book)Johnston, Thomas , Frank, and Ollie. "Chapter 1: An Art Form is Born." The Illusion of Life: Disney Animation. New York City, New York: Abbeville Press, 1981. 13-28. PrintA relatively large book about animation in the early days. Chapter 1 started off talking about the earlist form of animation: cave art, then suddenly talks about how important emotion is in animation for at least half the chapter. Later talks about Walt Disney's early animation experience.
129/24/2012BK          (Book)Johnston, Thomas , Frank, and Ollie. "Chapter 2: The Early Days 1923-1933." The Illusion of Life: Disney Animation. New York City, New York: Abbeville Press, 1981. 29-46. PrintA relatively large book about animation in the early days. Chapter 2 talks more about Walt Disney's early work and later gets in to talking about different types of animation types and tricks used back then.
1310/1/2012ARTL          (Article)Bousquet, Michele . "Articles - Harnessing 3D Studio MAX." Trinity Animation - Photorealistic 3D Architectural Rendering, 3D Animation, Technical Animations, 3D Industrial Design and 3D Visualization Services. Trinity Animation Inc., Web. 1 Oct. 2012. <http://www.trinityanimation.com/company/press/articles/harnessing_3ds.shtml>Talks about a man named Jim Lammers, an animator who owns Trinity Animation Inc. He specialized in engineering and watercolor, giving him both a artistic and technical edge. Started off as a freelance artist before quiting his day job as an engineer and went into business for himself.  Talks about how he works with his clients and how his experience as an engineer has helped with problem solving.  He has worked on animation for tv, industrial videos, movies, etc. He owns
1410/2/2012ARTL          (Article)Hardy, Quentin. "Predicting the Rise and Rise of 3-D - NYTimes.com." Technology - Bits Blog - NYTimes.com. The New York Times Company, 8 June 2012. Web. 2 Oct. 2012. <http://bits.blogs.nytimes.com/2012/06/08/the-rise-and-rise-of-3d/?ref=dreamworksanimationskginc>This article talks about why 3D animation is going to prosper. It is believed the reason 3D animation is so popular is because it connects better with the audience. Talks about the computers it takes to make a 3D animated film. Gets really technical about the computer stuff. Mentions several 3D movies that flopped in the theaters. Also mentions that the way scenes and characters were edited played a role in a highr sensory intake for the audience.
1510/2/2012ARTL          (Article)Satterthwaite, Dan. "OUR WORKPLACE - At DreamWorks, Permission to Switch Gears - NYTimes.com." The New York Times - Breaking News, World News & Multimedia. The New York Times Company, 18 Mar. 2012. Web. 2 Oct. 2012. <http://query.nytimes.com/gst/fullpage.html?res=9C01E3D9153AF93BA25750C0A9649D8B63&ref=dreamworksanimationskginc>A short article talking about the workeers at Dreamworks Animation. It states that the workers are encouraged to take risks an make mistakes in order to improve. Uses the dragon Toothless from the movie How to Train Your Dragon as an example. Being the lead dragon in the film, they decided that he should apear fierce rather than diminutive and they had to temporarily cease production to make changes.
1610/4/2012ARTL          (Article)Germain, David. "'Frankenweenie' Stop-Motion Animation: Tim Burton Resurrects Method For Reanimation." Breaking News and Opinion on The Huffington Post. TheHuffingtonPost.com, Inc., Web. 4 Oct. 2012. <http://www.huffingtonpost.com/2012/10/04/frankenweenie-stop-motion-tim-burton_n_1939294.html>This news article talks about Tim Burton's new movie: Frankenweenie.  It talks about how he worked with an old style of animation called stop-motion, in which puppets are are moved slightlly and photographed frame by frame to create an illusion of movement. Tim Burton also did films such as Corpse Bride and The Nightmare Before Christmas. It is stated that stop-motion was used in older films such as the dinosaurs from The Lost World and the giant ape from the original King Kong.
1710/9/2012ARTL          (Article)Cohen, Patricia. "At a Columbia Lab, Perfecting Animation - NYTimes.com." The New York Times - Breaking News, World News & Multimedia. The New York Times Company, 29 Dec. 2010. Web. 9 Oct. 2012. <http://www.nytimes.com/2010/12/30/movies/30animate.html?pagewanted=all&_r=1&>Talks about a man who worked for Disney and specialized in animating hair and fur (They could make it look matted, singed, flowing, etc.).  Talks a lot about CGI animation and makes mention of moives such as Rise of the Apes and The Adventures of Tintin, two movies that featured very realistic animation. Mentions the math involved in CGI animation. Mentions the movie Tangled, and how some scenes needed to be hand-drawn because they did not come out right on the computer.
1810/9/2012ARTL          (Article)Eisenburg, Anne. "Technology Blurs the Line Between the Animated and the Real - NYTimes.com." The New York Times - Breaking News, World News & Multimedia. The New York Times Company, 27 Sept. 2011. Web. 9 Oct. 2012. <http://www.nytimes.com/2011/08/28/business/technology-blurs-the-line-between-the-animated-and-the-real.html?adxnnl=1&adxnnlx=1349824888-MGeMYtUEhkyEA2ZKBd5T4A>Talks about the movie Rise of the Planet of the Apes and how amazingly realistic the apes looked, thought they were all created on the computer. Mentions how technology has improved so much that people could even believe in a mythical creature such as a dragon. Mentions a video system called "Rise" that was used to capture even the most subtle of facial expressions. All of it was based on human actors. The actor wore a helmet with a camera acted pointed directly at the face used to record facial expressions. They compared how a human face moves compared to that of a chimpanzee. Primatologists believe it was better to use humans actors rather than dress up live chimps to play the parts, due to animal cruelty issues.
1910/11/2012ARTL          (Article)Ryan, Mike. "Genndy Tartakovsky, 'Hotel Transylvania' Director, On The Disappearance Of His Version Of 'Star Wars: Clone Wars'." Breaking News and Opinion on The Huffington Post. TheHuffingtonPost.com Inc., 14 Sept. 2012. Web. 16 Oct. 2012. <http://www.huffingtonpost.com/2012/09/14/genndy-tartakovsky-hotel-transylvania_n_1884046.html>Talks about a  cartoon series (The Star Wars Clones Wars on Cartoon Network) and the man who worked on it. Talks about how he also worked on the awesome funny and amazing animated feature Hotel Transylvania (which was awesome) and goes into an interview he had with the reporter.
2010/16/2012ARTL          (Article)Bhojnagarwala, Vivek Kumar. "An Introduction to 3D: WebReference." Web Development and Design Tutorials, Tips and Reviews. QuinStreet Inc., 5 Jan. 2009. Web. 12 Oct. 2012. <http://www.webreference.com/3d/3dintro/index.html>Talks about 3D modeling and how it's used in everything from video games to print ads. Mentions how a a ploygon mesh is molded into characters and objects. States that to become a 3D artist you must have a eye for art and some experience in drawing. Mentions the various qualities a 3D artist must have (i.e. patience, attention to detail, hard work, willingness to accept critcism). Goes into talking about different kinds of 3D art such as animation, modeling, texturing, and rendering.
2110/16/2012BLRB (Blurb)"Animation Career Information. Become an Animator." Graphic Designer Career Information - Game Design - Animation. A Digital Dreamer, n.d. Web. 16 Oct. 2012. <http://www.adigitaldreamer.com/articles/animationcareerinfo.htm> A website with information on different forms of animation (i.e. video games, movies and tv, etc.).  It discusses what jobs are involved, how the animation has improved, and what it is used in.
2210/17/2012BK          (Book)Johnston, Thomas , Frank, and Ollie. "Chapter 13: The Uses of Live Action in Drawing Humans and Animals." The Illusion of Life: Disney Animation. New York City, New York: Abbeville Press, 1981. 319-337. PrintTalks a lot about how real live people and animals were used to make realistic animation sequences for films like Bambi, The Fox and the Hound, and 101 Dalmatians.
2310/17/2012BK          (Book)Johnston, Thomas , Frank, and Ollie. "Chapter 13: The Uses of Live Action in Drawing Humans and Animals." The Illusion of Life: Disney Animation. New York City, New York: Abbeville Press, 1981. 338-365. PrintHas many pictures of animation cycles used for different Disney films such as Pinocchio, Cinderella, and Robin Hood.
2410/23/2012ARTL          (Article)Hodgson , Laura . "Movies in 3D: Into the next dimension... - CNN.com." CNN.com - Breaking News, U.S., World, Weather, Entertainment & Video News. Turner Broadcasting System, Inc. , 22 Nov, 2007. Web. 23 Oct. 2012. <http://www.cnn.com/2007/SHOWBIZ/11/22/3d.overview/index.html?iref=allsearch>Mentions that while 3D technology has been around since the 1890s, the use of it in movies (the kind that require the special glasses) has been limited. Talks about old movies that had been released in 3D and talks about how it was done for live-action films. Mentions the size (literally) of the IMAX theater screens. Projectionists explain the process of creating a 3D movie. Though 3D movies are extremely popular, they do not believe it will completely replace 2D. Mentions Dreamworks and how they began producing their fututre animations in 3D.
2510/23/2012ARTL          (Article)Hanks, Henry . "'Tron' animated series feeds the need of fans - CNN.com." CNN.com - Breaking News, U.S., World, Weather, Entertainment & Video News. Turner Broadcasting System, Inc., 18 Oct. 2012. Web. 23 Oct. 2012. <http://www.cnn.com/2012/10/18/showbiz/tv/tron-uprising-series/index.html?iref=allsearch>Talks about the old Disney movie, Tron, and how it has made a return just recently as a new cartoon series. The film itself was praised for its special CGI effects that were apparently ahead of their time when it first came out. Also interviews the producer about the original film and how he came up with the idea for it.
2610/25/2012ARTL          (Article)Swisher, Kara. "All Things Digital (A Special Report) - it's (Still) about the Story: Ed Catmull of Pixar on how Much Animation has Changed, and how Much it Hasn't." Wall Street Journal. Jun 04 2012. ABI/INFORM Complete; Los Angeles Times; ProQuest Newsstand. Web. 25 Oct. 2012Goes into an interview between the President of Pixar, Ed Catmull, and the interviewer, Kara Swisher. Explains how Pixar was created, how they created their first film (Toy Story), and failures they experienced on the job.
2710/30/2012ARTL          (Article)McIntyre, Gina. "His regeneration of Sparky." Los Angeles Times 30 Sept. 2012: D5. PrintA news article about Tim Burton and his new film, Frankenweenie. It is mentioned that it started off as a short. He mentioned the story was inspired from a dog he owned as a kid that got distemper and died. It explains the main theme of the movie and goes on to talk about other films he made, such as the recent ParaNorman, The Corpse Bride, and The Night mare Before Christmas.
2810/30/2012ARTL          (Article)Kerr, David. "When a Cyberstar is Born: Hollywood is Doing its Best to Replace Human Actors with Digital Renderings. But will Computer Technology Ever be Able to Give its Creations the Spark of Life? David Kerr Examines the History of Animation in a Search for the Answer." The Ottawa Citizen: 0. Dec 01 2001. Los Angeles Times; ProQuest Newsstand. Web. 25 Oct. 2012An article talking about how digital technology has evolved over  time. It also states that the technology cannot yet create a fully convincing human being to replace actual actors. I Talks about games and films where the characters were realistic, but not being able to connect with the audience like real actors can. It then talks about voice actors for certain movies, like Shrek, and how they were popular with the audience because of the familiar voices (i.e. Eddie Murphy, Mike Myers, Cameron Diaz, etc.). It also talked about the first animated film, Gertie the Dinoosaur, designed by the newspaper cartoonist Winsor McCay. Each frame was hand drawn for the short film and McCaty pretended to interact with the dinosaur. It then talks aboout all the cartoon characters that descended from Gertie, particularily Mickey Mouse, Felix the Cat,  Betty Boop, and Bugs Bunny. It states that today's CGI works are just technologically advanced versions of the traditional  animation techniques. What makes CGI so thrilling is its "photorealism." It talks about films such as the first King Kong and Jurassic Park. It argues that while "synthespians" could make a movie more a director's medium because there would be no more unruly actors, agents, or coaches that would infringe on the director's  desires, it would lack all the tension, spontaneity, and grain of lived experience.
2910/31/2012ARTL          (Article)Giroux, Jack. "Genndy Tartakovsky: ‘Hotel Transylvania’ Is the “Ultimate Issue of MAD Magazine” Film School Rejects." Film School Reject: A Website About Movies. 2006-2011 Reject Media, LLC , 1 Oct. 2012. Web. 31 Oct. 2012. <http://www.filmschoolrejects.com/features/genndy-tartakovsky-hotel-transylvania-is-the-ultimate-issue-of-mad-magazine-jgiro.php>.It is an article about Genndy Tartakovsky, who worked on Samurai Jack, The Power Puff Girls, and of course, Hotel Transylvannia. It is an interview about how they came up with the idea and the jokes in the film. 
3011/23/2012BK          (Book)O'Hailey, Tina. "Chapter 1: The Main Problems." Hybrid Animation: Integrating 2D & 3D Assets. Burlington, MA: Focal Press, 2010. 3-24. Print.Book about combining 2D annd 3D animation. Mentions movies in which this process occurred in and talks about techniques used to make these effects, not just for the movies they provided as examples, but for a studrnt project as well (if you're in college).
3111/23/2012BK          (Book)O'Hailey, Tina. "Chapter 2: Iterations for Developing a Pipeline and Nailing the Moments." Hybrid Animation: Integrating 2D & 3D Assets. Burlington, MA: Focal Press, 2010. 31-45. Print.Book about combining 2D annd 3D animation. Mentions movies in which this process occurred in and talks about techniques used to make these effects, not just for the movies they provided as examples, but for a studrnt project as well (if you're in college).
3211/23/2012BK          (Book)O'Hailey, Tina. "Chapter 3: 3D Character Leads 2D Character." Hybrid Animation: Integrating 2D & 3D Assets. Burlington, MA: Focal Press, 2010. 49-86. Print.Book about combining 2D annd 3D animation. Mentions movies in which this process occurred in and talks about techniques used to make these effects, not just for the movies they provided as examples, but for a studrnt project as well (if you're in college).
3312/10/2012BK          (Book)Bancroft, Tom, and Glen Keane. "Character Hierarchy and Style." Creating Characters with Personality. New York: Watson-Guptill Publications, 2006. Print.Talks about the "character hierarchy," which is basically different styles of drawing characters. States that the simplicity/realism of each individual character is based upon that character's role in the story. Also talks about different character styles, from CGI to Video Games, even to Anime!
3412/10/2012BK          (Book)Bancroft, Tom, and Glen Keane. "The Eyes Have It." Creating Characters with Personality. New York: Watson-Guptill Publications, 2006. Print.Talks about how people notice eyes before any other features of a character. Talks about eyebrows, pupils, and lids/cheeks, and how they all contribute to creating different expressions. Also gives a few of the "dos" and "don'ts" when it comes to drawing eyes.
3512/10/2012BK          (Book)Hart, Christopher . "Basic Character Construction." Anime Mania. Broadway, New York: Watson-Guptill Publications, 2002. 8-27. Print.A book all about designing anime characters. Explains some basic human anatomy and gives examples of characters in different poses. Gives some tips on how to draw both males and females and explains how the artist must develop the character's persona.
3612/15/2012BK          (Book)Hart, Christopher . "Teen Characters." Anime Mania. Broadway, New York: Watson-Guptill Publications, 2002. 28-43. Print.A book all about designing anime characters. This chapter is about creating teenagers. Starts with the head/face, then goes onto full body. Shows turn arounds of characters and gives ideas for different roles and personalities.
3712/16/2012BK          (Book)Hart, Christopher . "Character Design." Anime Mania. Broadway, New York: Watson-Guptill Publications, 2002. 102-131. Print.A book all about designing anime characters. Talks about how costume and setting can tell a lot about a character's heritage (where they are from and what they do). 
3812/22/2012ARTL (Article)Carter, Nick. "Pile of Cliches, Lack of Character Doom 'Blue Streak'." Milwaukee Journal Sentinel: 4. Sept 17 1999. Los Angeles Times; ProQuest Newsstand. Web. Dec. 2011An article expressing displeasure of the poor production of an action/comedy film due to a lack of character development. Summarizies the movie and what failed.
3912/22/2012ARTL (Article)"CHARACTER DESIGN: Animated Spirit." Design Week 26.13 (2011): ABI/INFORM Complete. Web. 12 Dec. 2012.An interesting article that talks about character design.  Not just for animation, but for toys, comics, web, and other media. Talks about character personality as well.
4012/30/2012ARTL (Article)Glenn Whipp, Film W. "Soaking in Success how a Mild-Mannered Surfer and Marine Biologist Turned His Innocent Animated Character into a $1.5 Billion Enterprise." Daily News: Nov 23 2004. Los Angeles Times; ProQuest Newsstand. Web. 12 Dec. 2012 .An awesome article that talks about the production of the popular cartoon SpongeBob Squarepants. Talks about his creator, Stephen Hillenburg, and the success of his "big weird little show."
4112/30/2012ARTL (Article)Solomon, Charles. "Movies; Time to Draw the Line Commentary: Looking for Real Character Development in Film? You can Pretty Much Forget Live-Action, because Animation is Where it's at." Los Angeles Times: 27. Jul 18 1999. Los Angeles Times; ProQuest Newsstand. Web. 12 Dec. 2012 .Talks about how animated films seem more realistic and depict more emotion than live action films of the time.  Uses Disney's Tarzan and Prince of Egypt as two amazing examples of character development.
421/2/2013ARTL (Article)Roger Moore, Sentinel,Movie Critic. "Different but the Same ; Two Animated Films are Dissimilar but Share Computer-Generated Imagery." Orlando Sentinel: Nov 14 2004. Los Angeles Times; ProQuest Newsstand. Web. 12 Dec. 2012 .An article about two different films (The Incredibles and The Polar Express), and how the animation was surprisingly similar in realism. Talks a little about motion capture technology and the fading away of 2D animation as 3D takes over.
431/16/2013ARTL          (Article)Burgerman, Jon . "20 character design tips: Computer Arts magazine." Computer Arts magazine: Inspiration, Technique, Great Design. Future Publishing Limited, Beauford Court, 30 Monmouth Street, Bath BA1 2BW, 23 May 2006. Web. 16 Jan. 2013. <http://www.computerarts.co.uk/features/20-character-design-tips>.An article about character development tips. Gives out useful tips to consider such as the character's visual impact and the type of audience you are designing for.
441/16/2013ARTL          (Article)Brubaker, Jason. "Model sheets & Turnarounds: reMIND." reMIND - a graphic novel, 11 Feb. 2010. Web. 16 Jan. 2013. <http://www.remindblog.com/2010/02/11/definition-modelsheet-character-turnaround/>.An article that talks about the purpose of model sheets for designing characters.  Talks about what they're often used for. Artists showed examples of their own characters in model sheets.
451/7/2013ARTL          (Article)Wannabeanimator. "Artist Advice - Character Animation: Design, Acting, and Expressions." Artist Advice, 16 July 2012. Web. 17 Jan. 2013. <http://artist-advice.tumblr.com/post/27383818111/character-animation-design-acting-and-expressions>. A website about giving advice to artists. This article depicts many model sheets and expressions of familiar characters such as Po from Kung Fu Panda and Bambi from Bambi. There are a few Q and As, with the person answering also providing certain websites and books as good research possibilities.
461/23/2013BLG         (Blog)Christner, Dianne. "Creating Characters with Personality: WordServe Water Cooler." WordServe Water Cooler: A community of agented authors encouraging, engaging, and enriching others throughout their writing journey., 30 Mar. 2012. Web. 23 Jan. 2013. <http://wordservewatercooler.com/2012/03/30/creating-characters-with-personality/>.A blog post that talks about a particular person's struggle with coming up with personalties for their characters, who was told that they lacked any. Talks about personality type and how it helps the story unfold.
471/23/2013BLG         (Blog)Coyne , Richard . "Why cartoons have animals: Reflections on Digital Media & Culture." Reflections on Digital Media & Culture., 5 May 2012. Web. 23 Jan. 2013. <http://richardcoyne.com/2012/05/05/why-cartoons-have-animals/>.Talks about the use of animals as characters in cartoons and why they are so popular. Gives exampls such as animals being more flexible than human beings (the animators can make them do/be anything), and the sumbiosis between people and animals (humans love pets).
481/23/2013ARTL          (Article)Dr. Shaym. "Anthropomorphic Animals and Their Use in Cartoons and Comics - The Bad Webcomics Wiki." Welcome to the Wiki - The Bad Webcomics Wiki. Wikidot.com , Web. 23 Jan. 2013. <http://badwebcomics.wikidot.com/anthropomorphic-animals-and-their-use-in-cartoons-and-comics>.Talks a lot about how animals appearing in both comics and animation.  Mentions different stereotypes attached to some animals (ex. A fox being sly and clever). Talks about the interaction between different species and how it may be similar to something we'd expect in nature. Brings up popular shows such as SpongBob, Tom and Jerry, andCatDog.
491/27/2013BLRB          (Blurb)Preuss, Sascha. "The Elements of Cute Character Design: Vectortuts+." Adobe Illustrator and vector tutorials, from beginner to advanced: Vectortuts. Envato, 12 Apr. 2010. Web. 27 Jan. 2013. <http://vector.tutsplus.com/articles/theory/the-elements-of-cute-character-design/>.An article about designing characters to purposely make them cutesy. It goes over various steps that concern each body part (mostly the face though). Mentions some examples of cute characters (Hello Kitty). Even talks about backstories for the character and whether they are simple or serious.
501/31/2013ARTL          (Article) Rizvi, Samad . "Awesome: New ‘Wreck-It Ralph’ Concept Art Features Animated John Lasseter." The Pixar Times - Pixar news. All the time.. WORDPRESS, 10 Aug. 2012. Web. 31 Jan. 2013. <http://pixartimes.com/2012/08/10/awesome-wreck-it-ralph-concept-art-features-animated-john-lasseter/>.A short article about Disney's Wreck-It Ralph. It gives a short summary of the movie. Talks about the John Lasseter, who is CCO for the Disney Animation company and has worked on movies such as Bolt, Tangled, even Winnie the Pooh. The author states that they hope Disney makes more 2D films like Winnie the Pooh, something I would like to see as well.
511/31/2013BLRB          (Blurb)St. Goddard, Aaron . "Concept Art." Animation Arena Helping you break into the Animation, Video Game and Visual Effects industry with advice and interviews with professional Character Animators, Game Designers and more.. Animation Arena.com, Web. 31 Jan. 2013. <http://www.animationarena.com/concept-art.html>.An interview with a concept artist by the name of Aaron St. Goddard.  Talks about his career in creating concept art and how he has made a living out of it. He states that he takes the job seriously and does not view it as a mere hobby. Goes over programs he uses, what inspires his artwork, states how often he draws and how long it takes to finish a design, and offers advice to artists trying to get their names out there. A very useful article for aspiring concept artists. This man gives the reader an idea of what the job is like.