- Inclusive storyelling within character design, and whether visual stereotypes are necessary to convey a character's personality.
- 360 degrees animation and whether it can become mainstream.
1. Things to consider:
- how stereotypes can be used to play with the audience's assumptions. For example Lotso from Toy Story 3. His character design was soft and rounded, with large eyes which is normally associated with protagonists and "good guys". More subtle than that is the inclusion of negative visual stereotypes with the postive ones, so in this example the use of purple as his colour scheme, as this is a typical villain colour.
- the misrepresentation/lack of representation of female characters
- group character designs such as "teen girl squad"
- "What is beautiful is good" or "the halo effect" stereotype
2. Things to consider:
- how it is supported on different platforms/software for both the audience and the artist
- the advantages/disadvantages of it (e.g. the trade off for how it is interactive is that only one person can view it at once - its a solo experience)
- the difference in experience it offers for both the artist and the audience
- how the film language for narrative changes, such as the struggles of not being able to control the camera
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