Before animation begins on any project,
there must be a strong story. Studios usually begin by developing a premise,
logline, or synopsis to start, and when they’re satisfied with the plot, they
move onto sequences. Johnston and Thomas (1981) addressed what a sequence
serves on an animated film:
Our feature films always seemed to end up
with about 14 sequences. No matter how each started out, whether with high
adventure or complicated stories, by the time we developed and balanced and
streamlined and edited we ended with little more than a dozen. At least two
sequences would have been cut out after we started production, and something
else would have grown to sequence length and been inserted even later….The fact
becomes quite important when a picture requiring many incidents in different locales
is being considered. (pp. 368)
When
writing a story for animation, it’s important that the narrative isn’t
bombarded with constant action that eschew the quieter scenes could be
essential for character development. “In our experience, a picture that
attempted continuous excitement and dramatic tension never held the attention
of their audience. It seemed to dull their senses” (Johnston and Thomas, 1981,
p. 368).
To avoid this, a list of guidelines are
used to help anyone judge the material before animation is started:
1. Avoid scenes or activities that are only
continuity. If there is a mood to be established or scenic atmosphere is
needed, then the continuity can be secondary to the pictorial effect.
2. Avoid expository scenes. If the scene’s
purpose is to get a character to talk or explain the plot, avoid it. Instead
use a narrator or title to do it.
3. Make sure the story incident or situation
is really interesting. This could be easily achieved by the actors simply
letting their personality and decisions form the backbone of narrative, but
make sure the situation is strong enough to invite audience investment.
4. Be sure the characters have an
opportunity to come to life, find the entertainment in the situation and
character.
5. Look for places to show the characters
thinking. Show them changing attitude, and look for ways to show more facets of
their personalities; they should grow through the film.
6. Ask yourself, “Can the story be done in
caricature?” In which can the story be believable, but not realistic?
7. Tell your story through the broad cartoon
characters rather than the “straight” ones, i.e., the side characters.
Regarding dialogue, there are four major
ones when writing it:
1. Do not write dialogue that describes what
you are seeing. A character’s words should reflect his feelings about what is
happening, and be written in a way that enriches the personality.
2. The words and the thought behind them
should be special to this one character. Have the characters speak in unique
dialects, use phrases special to them.
3. Dialogue must be written so there is
something to animate. It has to reflect an attitude that can be drawn or an
emotion that can be shown. Again, avoid exposition.
4. Dialogue must be written so the actor
doing the voice can contribute something. It gives more insight to the
character in how they phrase their dialogue rather than the dialogue’s exact
meaning.
A perfect example of a story sequence done right might be Disney's latest release Frozen, particularly the "Let It Go" sequence. Here is a link to NaClhv's wonderful analysis of thesequence. "Let It Go" is a wonderful example because it's suppose to be seen as a moment of triumph for Elsa as she's finally liberated from her self-imposed restraint of her powers. The lyrics, however, speak that she's only deluding herself and trading one prison for another. That and her awesome display as an ice goddess create memorable visuals.
A perfect example of a story sequence done right might be Disney's latest release Frozen, particularly the "Let It Go" sequence. Here is a link to NaClhv's wonderful analysis of thesequence. "Let It Go" is a wonderful example because it's suppose to be seen as a moment of triumph for Elsa as she's finally liberated from her self-imposed restraint of her powers. The lyrics, however, speak that she's only deluding herself and trading one prison for another. That and her awesome display as an ice goddess create memorable visuals.
Works Cited
Johnston, O., & Thomas F. (1981). The Illusion of Life: Disney Animation. New York: Disney Editions.
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