Showing posts with label making better movies. Show all posts
Showing posts with label making better movies. Show all posts

Thursday, 8 August 2013

'Animation as a killer marketing tool, and Moviestorm's role' from the New York Film Academy

Moviestorm are pleased to promote a post from the New York Film Academy, which explores the history of animation, it's role as a marketing tool, and Moviestorm's role in advertising and marketing.

By Zeke Iddon, lead content consultant for the New York Film Academy


For decades, animation has been a major vehicle for advertisement. In fact, animated commercials actually predate animated features by many years. In the early 20th century, when Vaudeville was giving way to silent movies, animated ads for various products were often shown on the big screen, accompanied by sales pitches. By the time Gertie the Dinosaur, the first character-based animated feature, came to the screen in 1914, audiences were already accustomed to animated marketing messages.



As animation became more advanced, commercials continued to be important. Today, many well-known mascots and beloved advertising campaigns are delivered through animation: From talking M&Ms to the GEICO gecko, many brands have created iconic advertising campaigns through the use of animation.

Why Animation is So Effective for Marketing

Part of the reason why animation is so valuable for marketing is that it interacts with the brain differently from real-world imagery. Animations are a type of caricature that exaggerate the features of their subjects. The resulting combination of bright colors and simple shapes can be instantly absorbed by the brain, making animation extremely adept at triggering an emotional response.

Today, animation is just as relevant as it was a century ago. If anything, it's even more vital than it used to be as a generation of tech-savvy web users has little patience for text
. The fast-paced, simple-to-digest nature of animation makes it very appealing for many businesses.

Of course, there are a few other reasons why animation is a popular option for marketers:
  • Animation is not constrained by the limits or reality, allowing messages to be delivered through a more symbolic or fanciful approach than would be possible in live-action commercials.
  • Unlike static print advertisements, animation can tell a story and capture the viewer's attention through motion and sound.
  • Animated commercials age more gracefully than those featuring live actors, who can quickly become dated by clothing, hairstyles or other factors.
  • Animation appeals to a wide segment of viewers, and it's possible to direct a marketing message at several demographics at once.
  • It's simpler to brand animation than live-action advertising. Many of the mascots that serve as brand spokespeople have been “alive” for more than 50 years thanks to clever reimagining.

Whether a business is planning to launch a full-scale marketing campaign with animated advertisements or just wants to take advantage of animation to jazz up some existing informational materials, there are plenty of compelling reasons to use animation for your business.

The Cost of Animation: A (Potentially) Limiting Factor

If there's one thing that prevents many businesses from taking advantage of animation in their marketing campaigns, it's cost. A simple live-action ad featuring a single talking figure in a business setting may be boring, but it's affordable. Animation can be more labor-intensive and costly, especially if outside vendors must be hired to complete it. When businesses do try to cut corners on animation, the results can turn off potential customers who are accustomed to higher-quality work.

Animation is expensive because it's labour-intensive. Whereas a static image for a print ad must be drawn only once, animation requires 24 illustrations per second of film. It takes a staff of 15 artists approximately three months to create a single half-hour animated television show. Despite the many benefits of animated advertisement, that sort of expense simply isn't in the budget of many businesses.



Fortunately, there are a few solutions that can help make animation more affordable for marketing departments. Computer-generated animations are not as labor-intensive as traditional cel-shaded animation, and audiences are growing increasingly accustomed to the 3D-rendered look in animation. In addition, talented illustrators from places like the NYFA are constantly entering the workforce, willing to apply their degree-level skills for a comparatively inexpensive graduate wage.

In many ways, video games have paved the way for improvements in animation, and some creative players have learned to modify existing animations from games into completely new products through an artform called machinima.



Moviestorm takes advantage of some of the technology behind machinima to enables artists to create unique animated features. The software is affordable and intuitive, and it offers the first video-sketch tool. 
Users can utilize the content packs offered in the download and customize them to suit their needs, and affordable bulk licenses are available for business use. If you're curious, you can try a free 14-day sample and see whether Moviestorm can provide the advertising solution you've been looking for.

Sunday, 18 December 2011

More on editing

Editing on Volume 4 is going well, and we're very hopeful it'll be out before Christmas. Here's what the 18 exercises in the book cover:


Controlled Scene Length
Establishing Shots           
Fast Cuts vs Slow Cuts   
Matching Eyelines
Assembly
Fade Through Black        
Fade Through White      
L Cut     
Cutting On Action           
Cutting On Shape            
Superimposition              
Cutting On Theme          
Cut Through Sky              
Walking Into Camera     
Photo To Scene
Intercutting       
Montage            
Visual Metaphor             


Saturday, 17 December 2011

Coming soon - another free book


I'm aiming to get this out by Christmas if I don't find too many typos and errors. Otherwise, it'll be available in the last week of December. As before, it'll be a free download.


Monday, 7 November 2011

Making Better Movies with Moviestorm - change to Volumes 3 & 4

Earlier today, I finished the first draft of Volume 3 of my series of books about using Moviestorm to help make better films. The preceding two covered camerawork and staging, and this one, originally due to be published in a few weeks, covers editing.

After re-reading it, I decided to hold that volume and publish it as Volume 4 at the end of December. Instead, I'll cover sound and lighting in Volume 3. This was originally planned for Volume 4. Fortunately, it's mostly written, so I'll be able to stay with the schedule for monthly releases, and Volume 3 will still be out in early December.

Throughout the book on editing, I kept referring to things you could do with sound and light, and several of the exercises had footnotes saying "this will be covered in more detail in Vol 4". That just felt wrong to me. It made more sense to deal with those techniques earlier in the series, and then refer back to them in the editing exercises.

More importantly, though, it also fits with my philosophy on filmmaking.

For me, the film isn't made by the director. It's not about what happens on the set. A film is made by the editor. The only time the director gets to make a film, unless they're doing the whole thing themselves, is when they release a Director's Cut - and that's not always a guarantee it'll be better than the original.

It's the editor who assembles everything, and who decides what is in the film and what isn't. It's the editor who blends the visual and the audio. It's the editor who creates the context for each shot by deciding what comes before and after. The editor can completely change a film, even to the extent of turning a horror movie into a comedy, or lacklustre documentary footage into an absorbing visual essay.

All the time I was writing this series, I felt that I wanted to start with how to create great shots, and then end with an entire volume on how to put them together into a finished movie, so that's the way it's going to be.

Tuesday, 25 October 2011

Making Better Movies, Vol 2, coming soon

The next part of Matt's series of books will be out soon. As before, it'll be a free download.

Here's what previewers have said about it:

It proved to be useful as I was teaching Maya to some 2D animators who work on Peppa Pig. There is a marked difference in thinking for 2d animation and 3d shots, especially the use of physical depth. It saved me tearing my remaining hair out when trying to set up and explain the staging and set construction. I usually work backwards in Maya, blocking out the set/camera etc to get rough story shots, so I know how much set to build and how detailed the props/characters need to be.

The practicality of learning these techniques in Moviestorm, rather than just the theory, gives you an easier way to fix these concepts in your head. I also like the lack of 'what buttons do I press': this gives the reader more control over what they have learned and how it's implemented, and it makes the volume concise. Good solid info on staging a scene, lots of ideas and suggestions for the filmmaker, and it doesn't bog you down with extraneous info (or technical programme specific information). A really good primer for any film student, especially all crammed into 40 pages.

Andrew Segal, Carshalton College

The idea itself is very solid. If someone goes through the book and does the exercises, they're going to come out a better filmmaker, no question.

Hugh Hancock, Guerilla Showrunner

An excellent resource for both new and veteran users. The exercises are easy to follow and designed to give Moviestorm users a whole new perspective on moviemaking. By following the exercises you begin to understand the importance of staging, which will take your movie to a new level. He doesn’t just describe ways to add feeling to your movies, but shows you through the easy to follow steps. All great directors have their own style. In this book Matt gives you the keys to unlock your style. In the end, you decide which techniques work best for you.

Shirley Martin, filmmaker

The book's currently going through final editing, and should be available in early November.

Monday, 19 September 2011

Making Better Movies with Moviestorm

A while ago, we mentioned that Matt was working on a book about using Moviestorm to help practice film techniques. It's been a background task for about six months now, but at last it's getting closer to completion.


It'll be released initially as a series of short e-books, covering basic camerawork, staging, editing, lighting, sound, and miscellaneous techniques.

Each contains 15-20 exercises designed to help you develop your filmmaking technique. Whether you use Moviestorm, other animation tools, or live action to make your movies, you'll find these a useful way to focus on specific skills. Each exercise requires you to film a short scene in several different ways so that you develop familiarity with the various approaches available to you. You may be required to work within constraints such as not being allowed to move the camera or making the scene a specific length, or the exercise may be about filming a particular piece of story.

How do you get good at telling stories with cinema? It comes down to experience, of course, and experience comes through practice. So how do you get experience in film making, when it takes so much to make even the simplest piece of film? You have to find actors and crew, there are lights and cameras to buy, writers to bully, locations to find… and there are some scenes you just can’t film at all without a crazy budget. It’s a problem filmmakers have faced for a hundred years. But now there’s a solution, in the form of Moviestorm.

You see, Moviestorm doesn’t just allow you to make finished movies if you are already an accomplished storyteller. It allows you to grow your own talent by putting in movie making hours.

As I said earlier, in the world of filmmaking, practice usually involves a lot of equipment, money and mostly time, both yours and other people's. It's hard for most people to put in the hours. It’s a lot like a pilot who hasn't got easy access to a plane. So what does he do? He books time in a simulator. Even if a trainee pilot has regular access to a plane, he still books a lot of time in a simulator because it's cheaper and safer than using a real plane. He can practice whenever it’s convenient, and by logging enough hours he improves his skills almost automatically.

The same is true of any technical ability which has some art to it. The more you do it, the better you get. It's a creative muscle memory. It's the same with creativity and mastery of your storytelling chops. The more you do it, the better you will get. Shots flow to shots in a seamless hypnotic glide, because you know what you are doing and you know exactly where to go at any one time, in the service of your story.

This excellent series of books will guide your development. In each of the carefully structured and easy to follow exercises Matt leads you through all the movie making tricks you will need, from the most common to the most difficult. It's an easy regime to follow: just read what's on the page and do it. Then do the next one, and the next, and work your way through Pretty soon you'll be flying through them and your mastery of both Moviestorm and film technique will grow.

From the foreword by Phil South


The first volume, Basic Camerawork, will be published in early October, with the remaining volumes following monthly. These will be available free through Moviestorm.

Thursday, 10 March 2011

Making better movies with Moviestorm

We've written a lot on the main blog recently about how you can use Moviestorm to practice film techniques. Several people contacted us to ask whether we had any specific examples of how to do it. I’ve therefore been putting together a collection of simple exercises you can do to learn specific techniques, under the working title Making Better Movies with Moviestorm.

These exercises are all fairly adaptable. Generally, you don't need any particular packs or content: any version of Moviestorm will do. Most of them work on the same principle: take a single scene, and film it in several different ways. You can use the same scene over and over again if you want - I often use a short scene from one of Per Holmes's training DVDs, and another, slightly longer one, from a parody soap opera I was working on some years ago. This is actually a pretty good way of working, as you can focus explicitly on the one aspect you're practicing, and reuse much of what you've previously done; sets, characters, recorded dialog, and so on. You'll also develop an increasing empathy with the scene, and you'll find each take getting better and better, rather like a musician practicing the same piece over and over. When you've worked your way through several exercises, you can compare all the different versions with your first attempt, and see what you've achieved.

These exercises aren't specific only to making movies with Moviestorm. They're standard techniques that apply to all forms of film. For example, one focuses on filming a scene without moving cameras, and then filming it again but allowing the camera to move. Another requires you to shoot the same scene with and without extras. You can then take what you've learned to any other film-making medium - full CG animation, live action, or whatever. The advantage of using Moviestorm is that you can practice when it's convenient for you, and you don't need to assemble a cast and crew each time. And if you're not happy with what you've done, you can easily go back and do it again and again until you're satisfied.

Each exercise takes somewhere between an hour and an evening, depending on what's involved and how long you want to spend on it. Each one uses a standard format:
  • Technique: what you’re going to focus on
  • Purpose: why this is important
  • Preparation: what you need (typically, the type of scene that works best for this)
  • Exercise: what you do
  • Review: analysis of the two versions and how they differ
  • Followup exercises: more things you can try to develop this technique
I‘ve so far written up about half a dozen of these, with around ten more sketched out. Before I release them, however, I want to make some videos that will show what each exercise is highlighting (i.e. the same scene filmed with locked and moving cameras), and possibly create some downloadable Moviestorm movies that you can use to get going.

We’ll probably release these exercises initially through the blog, then we’ll collate them on the Web site. If there’s demand, we’ve been talking about putting them into an ebook for wider release.