Projetando Um Filme Da Pixar
Exames: Projetando Um Filme Da Pixar. Pesquise 862.000+ trabalhos acadêmicosPor: rpompeu • 8/2/2015 • 1.221 Palavras (5 Páginas) • 216 Visualizações
Designing a Pixar Film
At Pixar Animation Studios, we think our entire filmmaking process is a design process,
alternating iterations of planning and implementation, all centered on storytelling. Like a
painter, imagining the brush stroke is planning, and actually painting it is
implementation. Like a painter, we view both as risky creative acts, both a part of our
design.
Manufacturing is something we do not do — that happens when the single finished print
of the film leaves our building and goes to Technicolor for reproduction.
Our films require us to design worlds, and characters to fill them, and stories to take place
in those worlds. We are world builders, who must first imagine everything in the world,
and how it differs from the world we all know and why it differs and how much. We are
character creators and must imagine characters that live beyond the frame and framework
of the film, dimensional characters with desires and wishes and will. We are storytellers
who must find an engaging way to bring the story’s problem to life on the screen,
presented as action, not description.
We emphasize freedom in the planning part of the process because of the nature of
animation, which means building each frame of a 120,000 frame film. Later on in the
implementation process we will have a lot less room to improvise and discover, so we
need to get in as much of that as we can while our focus is on planning, when the cost of
exploration is low.
Our design process is based on a few simple approaches. Our films are visually
developed, meaning our process is one that celebrates ‘show, don’t tell.’ We use
traditional skills, like drawing, painting, sculpture and storytelling, low-tech not hightech,
in our planning process. We develop our ideas slowly, using an iterative process
that attempts to add value to the work of others, to ‘plus.’ We work on our films as a
team, collaboratively.
Part of our ability to collaborate comes from a design process that involves the routine
exchange of our design products between the designers. These design products are
recognizable in many cases, like designs for characters and settings, and unique to our
process in others, like model packets and shader packets.
Pixar Animation Studios Designing a Pixar Film
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Pixar Planning & Implementation Pipeline
Some of the designers add incrementally to the art they are given, collectively creating
their results. A character design bounces between story and art as the character is
iteratively defined by their shared work. The character designer draws the final image,
informed by the back and forth of a process that involves numerous contributors.
Other designers use the art as a reference to produce a new product, using the completed
character design as the starting point for the creation of a model packet, essentially the
blueprint to allow a computer artist to sculpt the character digitally.
Pixar Animation Studios Designing a Pixar Film
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Pixar Animation Studios Designing a Pixar Film
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Buzz Lightyear Character Designs and Finished Image
Our design process takes advantage of several traditional design techniques:
decomposition, abstraction and approximation. We use decomposition to break the whole
into parts that can each be designed separately. The core separation into world, character
and story is a good example of our most fundamental decomposition. Experts in
environments can concentrate on discovering the rules of the world. Character specialists
can make believable actors from bugs or lamps or toys. Storytellers can concentrate on
what happens and why. Each process informs the other, inspiring a new environment
with a story point or a different way to see a character against a fresh background.
Another technique is abstraction, removing less critical details to focus on more
important ones. In our colorscripts, a product of our first year of design, we remove time
and detail to represent the entire film as a sequence of simple color images, in pastels,
gouache or collage, so we can concentrate on the emotion of the film as it is represented
by the colors of each scene.
Pixar Animation Studios Designing a Pixar Film
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Toy Story Colorscript
Another is approximation, building rough draft representations of the finished product
that allow us to see the whole, rather than its parts. The story reel is a good example of
approximation. We make a very rough film version of our work in progress, using the
storyboard drawings to stand-in for the animation. The story reel is a vehicle for
substitution
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