Animation Structure and Origins
Animation Structure and Origins
Lucas Warren
Art 847
Outline
THESIS: As artistic mediums have developed through history, each have held an integral
function in mimicking a specified part of reality, and through its origin in both
engaging methods, reliant on the artisans and societies in which produced these
works.
created in 1908.
previous century.
advances in art.
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of artisans.
B. Stop motion also became popular during this time period, using
animation.
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III. By using 3D technology, the story of Toy Story told a unique story.
A. Walt Disney and Pixar worked together to create the first full
IV. Eastern animation developed throughout the 20th century, and by 1960,
age demographic.
VI. Animation has been slowly transitioning into more mainstream media
VII. Just as other forms of art have become the staple of their time period, from
A field of grass stretched across the ancient Iranian plain as a hunter slowly approaches a
wild goat consuming the leaves from a low lying tree. As the hunter wipes the sweat from his
brow he throws his spear, the goat startles, darting across the landscape. In but moments the
beast becomes a faint dot on the horizon, ending the hours long stalk. The hunter returns to his
tribe not with nourishment, but with the image of the goat imprinted onto his memory. He
attempts to record these movements on a goblet, trusting that the next hunt will be more
successful.
Animation has not always been a source of media that we see it today. Although many
readers may believe that animation is a fairly recent invention, the process of recording motion in
a way to show movement culminated throughout the history of human society, in some cases
becoming a vital part of daily life. The scene pictured above describes a possible scenario in
which the world’s oldest animation, the “Burnt City Goblet” (fig. 1), originated, showing the
movement of a goat as it ate. This goblet, when spun in a fast manner, showed the intricate
motion of the goat, and has now been dated to being over 5,200 years old.1 This does not appear
find that these sequential drawings and paintings were quite common in hunter-gatherer
societies, including subject matter of many flora and fauna that were necessary for survival.2
Man has always been quite infatuated with the flow of time, and by recording motion, seemed
much more in control of it. If we view animation as this recording of time in a methodical,
observable way, it becomes much easier to define. As artistic mediums have developed through
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history, each have held an integral function in mimicking a specified part of reality, and through
its origin in both Eastern and Western culture, animation has simulated motion in a host of
engaging methods, reliant on the artisans and societies in which produced these works.
The advent of the camera was the starting point in which many look to as the
transitioning era in motion artforms, transforming into the medium we see today. In the mid
1500s, we see advancements in the camera obscura otherwise known as a pinhole projection
camera.3 Through this scientist began to view the eye in much the same way, understanding that
it acted much like the lenses in their visual instruments. David Hockney, a pop artist born during
the contemporary era, famously stated “from the early fifteenth century many Western artists
used optics—by which I mean mirrors and lenses (or a combination of the two)—to create living
projections.” Through the next several centuries these scientific advancements, usually created in
order to better understand the biologic eye, would be then used secondarily as a method in which
art could take hold. From this we saw many devices form in the 19th century, for instance the
kaleidoscope to the phenakistoscope. A host of these devices, including these two mentioned,
used rotating mechanisms to produce a single, ever-changing vantage point in which motion
could be seen.4 By illustrating or placing photographs on these revolving panels, the viewer
could then perceive time unfolding, much like paleolithic goblet found in Iran. It was from here
that artisans realized the commercial applications in which animation would emerge. Lisa
Cartwright stated that although not instantaneous, these advancements were key to the formation
of the industry as a whole. “The prehistory of the cinema is conventionally told as a tale of early
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scientific experimentation marked by a break with science around 1895 with the emergence of a
Although film predates animation by over a decade, a French artist by the name of Emile
Cohl created the first complete animated cartoon following some guidelines brought by stop
motion artist, James Stuart Blackton. While Blackton had drawn images in succession by use of
a blackboard and photography, Emile Cohl took this further by providing a storyline to his
drawings. By simplifying his work as a draftsman and drawing on paper using black ink, he was
then able to use the negatives of photographs to produce a flowing stroke. The method that he
developed would later be known simply as traditional animation, and when his animated short
“Fantasmagorie” was produced in 1908 the door for many other artist was opened.6
“Fantasmagorie” was but a first true step into the medium, and while Cohl placed a heavy
focus on perfecting the stylization he had found, a comic artist by the name of Winsor McCay
forced animation to follow the same art style as his previous work. Instead of simplifying the
frames due to the tedious and intensive animation process, McCay placed a semi-realistic
aesthetic to his work, allowing for large diversity in his shorts. From 1911 through 1921 McCay
would create nearly a dozen cartoons ranging from World War I propaganda pieces such as “The
Sinking of the Lusitania” to the hilarious Box Office Attraction, “Gertie the Trained Dinosaur”
(fig. 2). The latter film would later be hailed as masterpiece of the time period, displaying many
of the key techniques that will be later described as part of the traditional animation process.7
As we move throughout the 20th century, the industry exploded with innovation. The
process of traditional animation becomes streamlined, stop motion brings into effect plasticine
also known as claymation, and other methods such as cutout, object, and puppet animation
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become marketable. Now completely independent as its own artform, following a similar path
founded by live action cinematography, artisans soon become known simply as “animators.” The
west, especially in the United States, found that with a growing audience, more resources could
be placed into higher budgeted productions. Figureheads of the industry, such as Walt Disney,
William Hanna, and Joseph Barbera created large think tanks that become independent studios,
and as television became a household commodity, viewership was found on a global scale.
The traditional animation process evolved from the primal methodology of the early 20th
century rather quickly, with the production of a more systematic approach. By using clear acetate
sheets, also known as cels, animators could move onto a more complex workflow. Instead of
drawing directly onto paper, the cels would be painted in a layer-like manner, beginning with a
background, then adding moving elements in pre arranged order. Acetate is not perfect, however,
and there was a limit to between 5 and 7 layered sheets possible depending on the quality of
plastic. Although in modern society, software allows for an almost infinite amount of layering,
this bottleneck forced artists to approach the medium carefully during the beginning stages.8
Due to the time period, diffusion of labor became common practice, and as such
animation would be placed at the hands of multiple artist in the mid 20th century. As is true with
all other moving media, a script or story is usually developed first by a scriptwriter, in which
dictates the key developments throughout screentime. Different however, is that many of these
scriptwriters would also be placed in a position of creating the flow of the animation itself.9 A
storyboard artist, the scriptwriter in animation, had much more than an overarching narrative to
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tell. Through the process, popularized by Disney studios in the 1930s, this key group of artist
would dictate camera angles, character movements, dialogue, and scene information, all
following guidelines presented by the director. As spoken of before, one of the key problems
addressed would be matching a complex scene with the established intricacies that followed the
initial storyboard creation.10 The storyboard artist must take into account not only the complexity
of each frame, but how moving objects interact, assuring that the amount of cels, the frame
involvement, and the workload all fit into the allotted budget of both time and labor.11
One of the largest challenges for animators once the story was completed was leaving the
comic book stylizations behind. Seeing that most animators were previously cartoonist, much of
their work was approached in the same manner, drawing on threes, or creating a new image
every 3 frames in a 24 frame per second animation. By increasing the number of frames, the
movement became much more fluid.12 Disney studios, drawing a new image every frame, found
ways in which to tell stories in a more efficient manner. During the production of Snow White
and Seven Dwarves, the first theatrical animated film, John Hubley stated the method in which to
allow this fluent animation was “the tendency to reduce plot and the telling of a whole story to a
single action situation.” Instead of categorizing each artist a section of the film, a select few were
placed as “master animators” isolating themselves to only select scenes. The remaining
animators would then create consistency between these scenes, creating transitions that allowed
for contrasting styles from different artist to flow as a single narrative.13 With the success of
Snow White, more animators were hired to Disney Studios and by the 1950s the workflow
changed yet again. With more “master animators,” instead of working on full scenes, these
animators would create keyframes which were the most important poses in a series of images.
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Now known simply as “key animators,” these artists would then give these specified images to
an “in-between animator,” who would, as the name suggests, draw the flowing animation in-
The final artists to touch an animation before it is produced to film are the special effect
artists. These individuals would decide on the overlying effects, as well as, the camera
techniques in which to capture each frame. This part of process is approached fastidiously, a
scene shot in a different manner from than the next would be quite evident. Special camera
apparatuses were created giving a sense of realism to the two dimensional paintings on acetate.
For instance, in the mid 1950s Walt Disney studios created the Multiplane Camera which
allowed for a parallax between frames. By moving multiple planes of images closer or further
from the camera, depth is perceived, a great example of this is the opening scene to Bambii.15
Seeing the broadness of animation, I have chosen to limit alternative forms of the
medium to the ones that have seen a definitive use in modern media. For instance, plasticine, has
been used by a host of studios to create everything from short music videos to full length feature
films. Tony White wrote that no matter what the medium, it is the artist that defines how it is
used, “I suspect that all this goes to suggest that as infinite and as imaginative as animation
character design can be—2D or 3D, or even Claymation or cut-out—it still has the inherent
limitations, or principles of design, that can drive designers to discover bigger and better
things.”16
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in the early 20th century with shorts such as Bewitched Matches (1913) and The Automatic
Moving Company (1912). These experiments were initially created to only captivate an audience
for a short time. It was not until much later when fantastical creations were placed into live
action pieces such as Star Wars (1977) that industry leaders (and the donors that funded such
projects) realized the capability of stop motion. The early 21st century saw somewhat of a
renaissance within the medium, for instance in 2009 we saw the creation of two commendable
plasticine movies, Henry Selick’s Coraline and Wes Anderson’s Fantastic Mr. Fox.17
If we
consider other titles such as Kubo and the Two Strings (2016), James and the Giant Peach
(1996), The Nightmare Before Christmas (1993), and Wallace and Gromit (1989-2005) we see
just how wide this animation style has become in contemporary culture. Due to the unfeigned
aesthetic of stop motion, clay animation is often created with a family oriented demographic in
mind.
Object animation and cut out animations are often used in unison with other forms of stop
motion photography. For instance, Kubo uses paper object animation within its title sequence. By
moving the paper slowly, just as clay would be moved slowly in plasticine animation, still
objects appear to move into a typographic frame.18 This can be taken even further, as was done
with the adult animation South Park. In the pilot of this series we see the use of construction
paper in the entirety of the composition. According to Trey Parker and Matt Stone, the program
creators, in the beginning this simplicity actually added to the candor and humor of the shows
overall themes, the primitive look actually benefited the show. After the pilot episode, the show
became completely animated via computer in what is called “computer motion graphics”19.
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The advent of computer graphics created a drastic change in the workflow of many
artists. Since in a digital landscape creators no longer were required to manually develop
artwork, they could duplicate scenes and characters with ease, and could composite the whole
animation without shooting individualistic frames. This was but an evident step for artists to
move away from analog art systems. Although some films, such as those spoken of before in the
stop motion methods, still are made primarily outside of a digital landscape, it is very seldom in
the modern world that a computer does not at least aid in some way to animation production. Just
for a moment think about the sheer expanse of frames used to in turn render something into a
video. At only 10 minutes, using the basic 24 frames per second structure, we find over fourteen
thousand frames are created. Without even discussing the prevalence of movement inside a 2D
or 3D graphics engine we can see how cataloging such frames creates efficiency and yields
higher productivity.
Marcia Kuperberg explains in Guide to Computer Animation for TV, Games, Multimedia
and Web how programs such as Adobe Flash, even in the beginning stages of computer
animation did much more than compact still frames into coherent video. By creating vector
based lines, or mathematical graphics created on a 2D canvas, the software could then morph the
form between different defined shapes. No longer was there a need for in-between artists on the
more insignificant movements. Kuperberg goes on to say that by the turn of the century 3D
engines could accurately depict many structures and lighting schematics with usage of polygonal
modeling and raytraced shadow mapping. Again, using defined mathematical locations and
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formulas, the computer could take manmade graphics and create fairly realistic simulations from
them, then rendering these images into singular frames that could be played as an animation.20
Much of time in digital animation, even today, the artwork is first drawn by hand prior to
being recreated digitally. Due to this meshing, many of the programs used to create motion
graphics and 3D animations are built in a similar system to that of traditional animation.
Correspondingly, since these animations could be effected by digital algorithms, interaction was
made possible, creating a new media form entirely: videogames.21 Through all these transitions
and the improvements to technology almost all films today are produced digitally. Even Disney,
the company recognized as placing traditional animation into the media spotlight, turned
completely to computer influenced work in 2009. While speaking to Ben Child from the
Unfortunately 2D became the excuse for poor storytelling. The general consensus
was that audiences did not want to watch hand-drawn animated films, which is of
course completely ridiculous. The day I stepped in we got in touch with these
guys and set about bringing back the artists that Disney had laid off.
The article goes on to state that although the animators were again employed, the Princess and
the Frog became the last traditional animated feature created by the studio. Instead of forcing the
style upon the story, they allowed the story to drive the aesthetic henceforth.22
During the late 20th century, Eastern and Western animation diverged.
In this next section I will be discussing in detail two pieces, the Disney film Toy Story as
well as the Gainax series Neon Genesis Evangelion. Both were created in 1995 and are
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considered “standards” within the scope of their specified genres. Both met worldwide acclaim,
and although they differ drastically, have a similar target audience. This is rather surprising, due
to the highly opposing messages portrayed in both stories. While Toy Story has an overwhelming
message of hope in adversity, Evangelion is a coming of age tale in the entanglement of hopeless
existentialism.
Toy Story was revolutionary in the fact it meshed original storytelling with the modern
technology of digital 3D design. Using the age old hope created by youth that toys could have a
life of their own, Disney created a tale that has withstood the test of time. Charles Baudelaire
What most children want, above all, is to see the soul of their toys, some at the
end of a certain period of use, others right away. It is on the more or less swift
invasion of this desire that depends the length of life of a toy. I do not find it in
me to blame this infantile mania; it is a first metaphysical tendency. When this
desire has implanted itself in the child's cerebral marrow, it fills his fingers and
nails with an extraordinary agility and strength. This child twists and turns his toy,
scratches it, shakes it, bumps it against the walls, throws it on the ground ... at last
he opens it up, he is the stronger. But where is the soul? This is the beginning of
melancholy and gloom.23
From an artistic sense, Disney noted that this method of storytelling required a
semi-realistic presence so that individuals could relate to the material; this realism was brought
to them under the guidance of Pixar. What most people do not realise is that Pixar was a separate
entity until 2006, and the merger of talents combined by these two juggernauts in the media
industry almost lead to the ruin of multiple films. If we look back at the productions that Disney
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was producing prior to Toy Story we see a more satirical take on humor. Films such as The Lion
King and Aladdin, although extremely successful, contained witty humor that did not translate to
all audiences in the wholesome methodology that Pixar wished for the story to take place. This is
an important point to reference, seeing that without the influence of Pixar writers such as Joss
Whedon could not have told a story with such candor as we currently see Disney Pixar today.24
When the film begins, we are brought into complete nostalgia with the scene of Andy, the
films human figure, playing with a host of toys placed inside his room. Andy, creating a story
mimicking an old western theme, uses the toys as puppets, and as the title sequence begins, drops
Woody, voiced by Tom Hanks, on the floor (fig. 3). As we can see, the usage of lighting on
different materials mimics everything from plastic to fabric. The removal of an outer contour line
was rather forgiving upon the films art director, Ralph Eggleston, allowing for intricate
compositing of elements in the scene. Another curious aspect to the film is the usage of humor
that appeals to different age groups. For instance, in the scene where all of the toys come to life,
many of the toys provide lines appealing to a much older audience. For instance “Mr. Potato
Head” reorients his face in a peculiar way and states in the voice of Don Rickles, “Hey Ham, I’m
Picasso,” a joke a young viewer would never understand. Also when “Little Bow Peep,” a
porcelain doll in the film, talks with Woody in private, she states “What if I get someone else to
watch the sheep tonight,” a definitive use of an innuendo. When paired with the overall art style
that appears childlike in nature, this rather sinful one liner created a very contrasting narrative.
Instead of disputing the plot, moments like this actually create even more realism to the
When discussing the art of animation, we must always remember that this form is not
simply a visual story, but contains auditory elements as well. Midway through the film, Randy
Newmen presents us with the song “I Will Go Sailing No More” in the scene where “Buzz
Lightyear,” a space ranger action figure, learns he is a toy. This musical number is produced as a
heartfelt counterpart to what is happening visually on the screen. Buzz attempts to fly through a
window, and the music bellows into a chorus stating “Like a bird in the sky, if I believe I can fly,
I will fly.” Buzz Lightyear states his tagline “To Infinite and Beyond,” and Buzz falls, just as a
minor key change presents itself. The camera pans to an overhead shot as the action figure closes
his eyes, broken, then reopens them as lifeless as the toy he realises he has always been (fig. 4).26
The attention to the utmost details throughout this scene were also taken, for instance the
“MADE IN TAIWAN” and “© Disney” embossments in plastic on the Buzz figure shows the
respect given to realism in this animated feature. Alan Ackerman of the University of Toronto
Quarterly reminds us that in a time before computer generated images, this type of detail was
simply not plausible for a studio to undertake prior.27 This in itself lends well to the narrative in
even more cases, as he continues on how the introduction of computer graphics have created a
I have purposely avoided using the term film to discuss Toy Story because the
movies were not shot with film. Entirely computer-generated, they cannot have
even the faintest trace of an original unless audience members project one
fantastically. There is no space between the original and the beholder since there
is no original. And, if there is no original, what can authenticity mean? What is
demanded of us is a new mode of perception. The toys are aware, or become
aware, of the fact that their lives cannot be measured in individual terms but only
in those of mass production. 'You Are a Toy!' is the line shouted at any object that
thinks itself special (a 'real' space ranger or cowboy, for example). To be a toy in
a Disney movie is to be always already reproduced.28
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This iconic scene is one that I believe captures the quintessence of Disney’s approach to
computer motion graphics. The use of contrasting red tile to his green and white figure forces the
viewer to stare directly upon him, and with the slow rotation of the camera upward, in a quite
literal sense, we see how small Buzz becomes, not only in reference world but to himself. The
viewer becomes rather sympathetic of Buzz, because like him, they have had to overcome the
I think the moment in which Buzz learns his true nature prior to this scene also captures a
rather alluring aspect to the story as a whole (fig. 5). As you can see the figure is placed in a
center composition yet again, this dimly lit scene beckons the melancholy change in atmosphere.
As his doppelganger appears on the screen, we view the television set through the distorted lens
of the spherical space helmet, and being the brightest element, draws our complete attention.
This portrayal of Buzz Lightyear as both alive and inanimate allows the viewer to understand
this scene completely without any need for clarification from an auditory statement.
Toy Story as a whole follows a circular narrative, ending practically where it began. It is
the portrayal of the characters that builds this story, and through their development, we can live
vicariously through them, feeling we have grown as well. I recall the moment in which Buzz and
Woody are trapped in the antagonist’s house, with a rocket strapped on the back of the space
ranger and the sheriff trapped underneath the crate. Woody proclaims his faults and confesses his
envy to Buzz, a vindication to all of us that although not perfect, we are of value. This, the
turning point of the movie, proves that the story drove the animation’s aesthetic. The burnt
matches on the desk, the light peering through the rain-soaked glass, the still camera and slight
movements of characters. This type of cordial portrayal of two dominant, sometimes overbearing
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characters proves that Disney did the impossible, giving life to the lifeless. This ability would
Neon Genesis Evangelion, and the defining effects it has placed on modern society has
come into question for years, remaining a controversial television series today. Disguised as a
teenage oriented mecha, a science fiction genre centering heavily around robotics, this series
drastically questions cultural norms. As a viewer peers much deeper into the concepts shared by
this series, we see Hideaki Anno, the franchise’s director and writer, examine many parts of the
human element. Themes such as sexual desires, gender norms, religion, abandonment,
bereavement, ego, death, and the self identity are discussed quite heavily throughout its runtime.
Consisting of 26 episodes and a movie, Neon Genesis Evangelion, and its subsequent reboot
As we start to dissect this series, we must first look at the sanguine, jazzy intro placed at
the beginning of each of the 26 episodes. From the beginning we are given runic type, placed in
contact with a portrayal of each of the main characters profiles. We see an images of the Eva
units, the mechanical robots controlled by Shinji, Asuka, and Rei, all adolescents tasked with
saving the world from utter annihilation. Surprising to western audiences, nude figures even
appear during this opening sequence. As we reach the climax of the musical number, vague
messages from both the plot as well as religious references to both the apocalypse and the Dead
Sea Scrolls flash between fight scenes. Although impactful, this opening contrasts the
melancholy approach found in nearly half of the series, using a broad spectrum of color and
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typography to make it appear as if this show is simply another conflict driven narrative. I feel
that the duality between the show and the opening benefits the story as a whole, making the
This story begins in a desolated Tokyo with Misato Katsuragi, the main adult figure in
the show, retrieving Shinji. With cicadas chirping in the background the first “angel,” any enemy
of humanity, begins to attack an inferior UN lead military force. Using an iconic cel shaded
methodology and the classic appearance of eastern character designs, the animation may seem
convulsive to a person unaccustomed to what the west has termed “anime.” From the beginning
of this series we see the usage of surrealism to press the story forward, with Rei appearing and
disappearing in the frame moments before the attack. This scene ends with the usage of a nuclear
mine dropped onto the angel, in which has little to no effect on the heavenly being.31
Without going into the intricate and often metaphysical plot of the show, even in the first
episodes we can see how religious iconography presents itself. The angel when attacking uses
what appears to be a christian cross of pure energy to pierce the human strongholds (fig. 6); the
logo of Nerv, the entity which creates the Eva robots, contains the phrase, “God’s in his heaven,
all’s right in the world.” Even the color scheme lends well to these rather transcendental
are being placed on the characters. Mike Crandol in an article posted by Anime News Network
slowly revealed in tandem with the degeneration of the main character's psyche,
illustrated...in a marvelous breakthrough use of animation...inside Shinji's mind.32
As we continue through the story the complexity deepens, heightened by ever changing
use of different visual queues. Anno used a rather avant garde approach to the frames, at times
halting movements for a fraction of a minute, other times inverting the frame completely. Scale
also seems to be a common motif to present not only power, but also isolation and danger. For
instance, in The End of Evangelion as humanity begins to merge into a singular consciousness,
Rei infests Lilith, referred to as “the creator of life itself”, turning into a figure encompassing
most of the earth. Grasping at the now crucified Shinji trapped within the Evangelion unit, and
surrounded by nine angelic beings, Rei begins the Third impact, which ends all life (fig. 6).
Scenes such as this ignore all bounds of logic, pushing the philosophical into a perceptible
image. In any other medium, this perception of depth, scale, and time could simply not have been
achieved. The simplistic contour lines allow us room to imagine a much more fantastical
The most complex scene in the series happens shortly after the occurrence just spoken of.
A young Shinji, being brought into the metaphysical plane between life and death is caught
playing with two ragdolls, drawn crudely as Rei and Asuka. These dolls soon abandon him, and
with a tilt of the camera we find that the sun is actually a studio light, representing that human
ties to each other are all but a facade. As the grainy filter is removed from view dialogue of
Misato, who Shinji sees as both a mother figure and a love interest, is heard having sex. Shinji
also is reminded of his other love interests, Asuka, Rei, and Kaworu (a boy discovered earlier in
the series), and after he feels the rejection from all of them, begins to choke Asuka to death (fig.
7). Notice the framed composition caused by the upended furniture, as well as posing between
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both figures. Even as Shinji is seen taking control, he is still shown passively while Asuka stands
formidably over him. The music begins a classical duet of percussion and piano in a harmonious
tone as the screen turns red and child’s drawings of destruction are flashed to the audience.34
As is apparent with the descriptions of this series, we can see a divergence from western
views of the animation artform. In an article for Slant Magazine, Michael Peterson describes the
Much of the symbolism discovered through this series are but just that, completely visual in
nature, and require the viewer to interpret what is happening. Instead of telling this fiction in a
standard model, Anno creates a reality he requires the viewer to live within. By describing events
in such a way, each person interprets the story differently, creating a rare inclusive record of not
only what happens within that reality, but our own as well.
One of the key differences between western and eastern stylizations in this medium is in
the very cultures they are designed for. Due to Disney creating family oriented films throughout
the previous generation, it has become fairly standard for animation in the United States and
Europe to follow a similar trajectory and produce films aimed at children. This is simply not the
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case in Japan, Korean, and China, the main producers of eastern animation. Anime, strictly
speaking of animation created in Japan, has many sub genres, including science fiction, horror,
comedy, and even pornography.36 By creating a wide range of themes, aiming at a much larger
audience than adolescents, cartoons translate from a sub culture to popular culture within the
areas of eastern Asia.37 Why is there such a definitive schism when both mediums developed
One suggestions to this division of ideologies is based upon the resource materials used
to create these productions. As Thomas Lamarre describes in his book The Anime Machine we
find that anime frequently builds upon previous created works in order to produce the story.
Manga (comics), light novels, videogames, toys, music, and even merchandise are often used as
a base, and from this, captures the existing products followers reducing the risk of producing a
non profitable film or show. Seeing that these mediums are not specifically catered to
adolescents, the culture as a whole does not view it as a child-based medium. Also, with less
stringent copyright regulations, fans are allowed to create amateur productions without fear of a
lawsuit. Fan created spin offs are appreciated as simply part of the culture, producing a vast
Probably the most easily defined element of anime against our accustomed western take
on animation is the aesthetic followed by the majority of anime studios. While Disney and the
west transitioned away from traditional animation, eastern animation and its iconic style have
lasted and grown in the past decade. If we remember the historical Edo period of Japan, we
remember the ukiyo-e woodblock prints that were mass produced to the entirety of the populace.
As we look at the art in modern anime, it is not surprising that many historians view this as a
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predecessor to this animation style.39 Even with the transition to computer generated 3D engines,
we see a quite intentional reproduction of the cel shaded look to renders of digitally created
again by hand, the look becomes fluid. A prime example of this is the movie Appleseed (2004),
which was created almost completely in a graphics engine. The result is a blend of manga,
anime, and realism, allowing for even the most complex mechanical movements to blend into
drawings seamlessly.40
The last large difference between eastern and western culture is an ideological difference
of media in general. Herlander Elias describes that cultural beliefs, such as the Shinto belief
system, aid well to the portrayal of the fantastical events created in animation. For instance in the
advent of mecha, although a peculiar, wondrous genre in the west, seems quite natural to a
culture that views spirits inhabiting everything, including machines. We also see a host of other
psychological driven appearances in animation that simply could not be considered in film.
visually by visual queues.41 By visualizing human emotions in a singular image, animation can
describe scenes much easier than the live action Hollywood films produced in America can
generate.
As we look at the slow transition from the experimental techniques of the early 20th
century to the modern computerization of animation today, we see that one thing is for certain: it
has become a solitary medium. On one hand we see that animation uses many aspects of
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drawing, painting, and modeling in which take from traditional art forms, but within the scope of
today’s industry it has also become a corporate figure as well. Lamarre stated that “the corporate
entities struggle to unfold and refold the divergent series of animation, for profit,” which is both
reassuring and troubling.42 On one hand we have a self sustaining manifestation, a plausible
outlet in which thousands of artist can use their creative talents to create masterpieces, but in
another scope we see how reliant artist are upon the industry for support. By doing this we have
seen a stagnating of original ideas, both in eastern and western culture alike. Shows and movies
that are based upon already existing materials, while a secure investment for studios, kills the
From an optimistic sense the animation industry has seen a major increase of outlets in
which to provide their expertise. With many companies using simplistic animations to sell their
products, full agencies are dedicated simply to these smaller projects. Due to computers and later
cell phones creating countless devices in which users could view these videos, bold, adept
animations that tell a story in a limited time have become a market for many animators in
modern society.
Another hopeful aspect is that with modern technology the defining lines between live
action and animation are becoming much more blurry. Beginning with the CGI found in movies
such as Star Wars (1977) and Blade Runner (1982) we find effects that, when bisected, are
animations themselves placed inside a real environment. Since this time, nearly all live action
movies have contained similar CGI composited materials. Even films spanning nearly two
decades old such as Lord of the Rings (2001), Jurassic Park (1993), and The Matrix (1999) had
animations so astounding, they are still held in wide acclaim today.43 The ability to create
Warren 26
environments, characters, and objects that simply do not exist is one of the benefits of the
Through my study of animation I have seen that much of our world now revolves around
its creation. Just as other forms of art have become the staple of their time period, from the
mosaics of the medieval era, to the paintings of the Renaissance, we currently live in the age of
animation. In many cases the only artwork an average person may see is in fact an animation in
the form of a streamed movie, an online video, or a small advertisement placed upon a webpage.
The digital landscape has brought about a revolution of artist with the ability to mimic time much
the same way our ancestors attempted thousands of years ago. Out of all the parts of reality, time
is but the most evasive yet direct forces acting upon us, and as stories are created to imitate this
force, I feel we gain so much more. Unlike the explorers of old leaving a legacy behind by
finding the new world, animators tell their stories, assuredly leaving behind their own reality,
created by their hopes and dreams. Anyone who takes the time to see this world is but equal,
seeing the animation unfold the same way: one frame at a time.
Warren 27
ILLUSTRATIONS
Fig. 1.
The Burnt City Goblet, 3200 BCE, earthenware, height approximately 6’, HiPersia: The Burnt
Fig. 2.
McCay, Gertie the Trained Dinosaur (still frame), 1914, ink on paper, size varies, in Howard
Fig. 3.
Dir. John Lasseter, Toy Story (still frame), 1995, digital video, HD Video, Walt Disney
Fig. 4.
Dir. John Lasseter, Toy Story (still frame), 1995, digital video, HD Video, Walt Disney
Fig. 5.
Dir. John Lasseter, Toy Story (still frame), 1995, digital video, HD Video, Walt Disney
Fig. 5.
Dir. Hideaki Anno, Neon Genesis Evangelion: The Beast (still frame), 1995, digital video, HD
Dir. Hideaki Anno, End of Evangelion (still frame), 1997, digital video, HD Video, Studio
Dir. Hideaki Anno, End of Evangelion (still frame), 1997, digital video, HD Video, Studio
Notes
1.Ryan Ball, “Oldest Animation Discovered in Iran,” Animation Magazine (March 12th,
2008).
3. Stephan Prince, Digital Visual Effects in Cinema: The Seduction of Reality (Rutgers
4. Ibid., 29.
5. Lisa Cartwright, Screen the Body: Tracing Medicine’s Visual Culture (University of
6. Howard Beckman, Animation: The Whole Story (Allworth Press, 2003), 17-20.
7. Ibid., 31-32.
xiii
9. Tony White, Animation: From Pencils to Pixels (Focal Press, 2006), 2, 17-19.
10. Floyd Norman: An Animated Life. Directed by Erik Sharkey and Michael Flore.
11. Tony White, Animation: From Pencils to Pixels (Focal Press, 2006), 15-19.
12. Michael Barrier, Hollywood Cartoons (Oxford University Press, 1999), 17-19.
14. Floyd Norman: An Animated Life. Directed by Erik Sharkey and Michael Flore.
15. Disney Family. “Walt Disney Introduces the Multiplane Camera”. [Filmed Febuary
16. Tony White, Animation: From Pencils to Pixels (Focal Press, 2006), 34.
17. Ken Priebe, The Advanced Art of Stop-Motion Animation (Cengage Learning PTR,
2010), 1-3
18. Kubo and the Two Strings. Directed by Travis Knight. Focus Features, 2016.
19. 6 Days to Air. Directed by Arthur Bradford. Comedy Central Productions, 2011.
20. Marcia Kuperberg, Guide to Computer Animation: For Tv, Games, Multimedia and
21. Tony White, Animation: From Pencils to Pixels (Focal Press, 2006), 409.
22. Ben Child, "Disney Turns Away from Hand-drawn Animation". The Guardian
24. Moir Andrew, Alex Newsome, and James Cluskey, Film Commentary: Toy Story,
25. Toy Story. Directed by John Lasseter. Walt Disney Productions, 1995.
26. Ibid.
27. Alan Ackerman, The Spirit of Toys: Resurrection and Redemption in Toy Story and
29. Toy Story. Directed by John Lasseter. Walt Disney Productions, 1995.
30. Neon Genesis Evangelion. Directed by Hideaki Anno. Studio Gainax, 1995. 1-26
31. Ibid., 1
32. Mike Crandol, Understanding Evangelion. Anime News Network, June 11th, 2002
33. The End of Evangelion. Directed by Hideaki Anno. Studio Gainax, 1997.
34. Ibid.
35. Michael Peterson, “The Economy of Visual Language: Neon Genesis Evangelion”.
36. Herlander Elias, The Anime Galaxy: Japanese Animation As New Media. (LabCom
Books 2012), 3
37. Susan Napier, Anime from Akira to Princess Monoke. (Palgrave Macmillan 2000), 4
38. Thomas Lamarre, The Anime Machine: A Media Theory. (University of Minnesota
39. Herlander Elias, The Anime Galaxy: Japanese Animation As New Media. (LabCom
Books 2012), 22
40. Susan Napier, Anime from Akira to Princess Monoke. (Palgrave Macmillan 2000), 4
41. Herlander Elias, The Anime Galaxy: Japanese Animation As New Media. (LabCom
Books 2012), 8
42. Thomas Lamarre, The Anime Machine: A Media Theory. (University of Minnesota
43. Andrew Chong, Digital Animation. (AVA Publishing 2005), 47-48, 69, 99, 101
Warren 35
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