Books

For my last post, I had to search to find the title of the book I had read.

For my own future reference, I’m going to get in the habit of blogging a little about books I read.

First, About Face 2.0: the essentials of interaction design. It’s the best book on interaction design I’ve yet read. It gets into some nice theory, about pliancy and excise and goal-oriented design. It mostly focuses on applications, rather than on web sites. I would be interested in finding a book more focused on web sites some time.

Second, Digital Game-Based Learning. My problem with this book is that it was clearly written from the point of view of a businessman rather than a designer. Which means it spends a lot of time explaining why you should use games for training, and not very much time explaining how to make your game good. It did get interesting when it got into examples. It didn’t include many kids games like you’d think, it had a lot more job training examples:

  • Whopper Challenge
  • Train Dispatcher
  • HEDGEManager
  • Where in the World is Carmen Sandiego’s Luggage? for airline service employees
  • Angel Five, a simulation for training FBI agents in inter-agency issues
  • Some stuff for the U.S. Military via STRICOM (now known as PEO STRI not as cool sounding)

I’m probably going to order my own copy of About Face. The game book, less so. I’ll see if I can find a game-based learning book that’s for kids games, that is something I’m interested in after that Sesame Street stuff I was talking about a few posts ago.

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Actors

I recently took a course on directing actors with Jeff Erbach.

Tangentially related to this, I need to recommend the book Playing to the Camera. It’s a collection of interviews with and essays by actors, on the subject of film acting. And it’s nice in the sense that it covers almost a century, interviews European and Russian actors, so you’ve got a fairly broad spectrum of approaches.

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The movie trailer voice-over post-LaFontaine

So, Don La Fontaine, the primary movie trailer voice-over guy, died this last year. I’ve heard people suggest that they officially retire the phrase, “In a world” in his honour.

I think I recognized his voice in the trailer for Delgo. To me, that kind of exemplified what went wrong with Delgo. The studios turn ideas down because they don’t think they can market them. So if you’re billing yourself as the most expensive non-Hollywood animation in America, then you can’t market exactly the same way the studios would.

The guy had a marvelous voice, I won’t deny that. But it seems to me that his popularity was as much dictated by creative timidity. Similar to Trajan, his voice has become a signifier that means nothing more than “movie.”

But marketing calls for you to separate yourself from the herd, as well. So I feel like we should be identifying other wonderful voices and judging them from a standpoint other than “do they sound like Don La Fontaine?”

Watch some older trailers to cleanse your palette. The Omen Cleopatra It’s a Mad Mad Mad World Doctor Zhivago Clarence the Cross Eyed Lion

So, in the interests of helping, here is a list of other people who would make for great trailer voice-overs. I understand most of them are out of reach of the lowest-budget trailers, but at least it will get you thinking about trailer voices:
Patrick Stewart
Lawrence Fishburne (See the CGI Ninja Turtles movie. It opens with him delivering the most ridiculous monologue available.)
James Earl Jones
Christopher Walken
Maurice Dean Wint
Harvey Fierstein
Gilbert Gottfried
Gordon Pinsent

And why do I have no women on my list? Somehow I have a harder time thinking of actresses with very distinctive voices. But it does seem like quite the gap, doesn’t it? I’ll try to keep an ear out for some.

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Shocking Conservative Pamphlet

So I got this flier in the mail courtesy of the Conservative party:
Now, I guess I’m supposed to be shocked that Anita Neville hates women or wants them to stay in the kitchen with babies or something, but I’m more interested in another Bizarro-world implication of this pamphlet.

To quote: “The proposed federal model would see these matters dealt with during the collective bargaining process, where they should be.” (My emphasis.)

So if I’m to believe this pamphlet, someone in the Conservative government thought, “The problem with the Human Rights Commission is they’re too slow and bureaucratic. You know who is efficient and fast? Unions.”

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You know, for kids

I just read a BoingBoing post The Case Against Candy Land and I mentally joined it with some stuff I had been reading about the history of Sesame Street, thanks to this guy’s blog.

I never played Candy Land when I was a kid. I think I’m going to go with the school of thought that there should be some, however small, element of decision making in the game. Some of the people defending Candy Land pointed out that kids playing it learn the basics of how to play a board game; taking turns, following the rules, counting.

I played Trouble as a kid, so maybe I’m biased, but I think that’s a good example for a first board game. In that, you had to choose which of up to four pieces to move. That was the only choice you had to make, but at least it was your choice. So kids playing that will learn that there’s two things that go hand-in-hand. Some of your actions must follow the rules, for the sake of the game, but some of your actions are your own choice.

It gets the kids to consider their options and judge for themselves which option is the best. Being able to learn the rules of the game can be a good skill for little kids, but I think this decision-making aspect is important, too.

But the comparison to video games is interesting, too. Because in a video game, the rules are coded directly into the interaction with the game, making it impossible for the player to break the rules.

A game is defined by its rules, and in card games and board games, the players are mutually following and enforcing the rules, and in so doing are willing the game into existence.

In Steven Johnson’s post, he compares Candy Land to a video game where there’s only one button, and you push it, and it does something at random, and then you push it again.

So, is it purely a matter of convenience to automate the rules? Or even in something as simplistic as Candy Land, are we participating in a way we can’t in video games?

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Photo from Pinawa

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Walking cycle

I just made a simple animated walking cycle, employing something I learned from the Bouncing Ball Lecture. Putting that little bounce in the step, and figuring out the speed of the foot motion has made it look a little better than the walk cycles I used in the No Budget Show.

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Animated Episode

So, the animated episode is online.

Four of us did animation on this episode. Myself, plus Dan, Roman and Dave, all from the TVFC. Dan had the most experience doing animation, and I ended up being the head illustrator. Dave and Roman had no experience using Flash, and very little experience with animation, but it helped to have the extra hands working on this.

Scene by scene I can really tell the difference with who did the lip sync. Since most of the illustrations were modified versions of things I had drawn, you can’t really tell from the characters who animated them, but the lip sync came out radically different. Dan’s are usually the best.

For another cartoon that I liked the animation of, check out Thank You Masked Man animated by Jeff Hale, who also did a bunch of cartoons for Sesame Street, like 12.

To get it over with quickly, I drew things as quickly as possible, and even my really sloppy drawings went in the show. This is where good character design is important, that they can survive that sloppiness. I was fortunate that most of the charactes had very distinctive costumes. The one problem was how similar the costumes were for John and the Agents, which I tried to compensate by giving them differently shaped heads. (John had a more angular head, and the Agents had rounder heads.)

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Animation

So the animation project I was working on for four months is animated. It’s an episode of the No Budget Show. I said I’d post something about what I learned once it was done.

First, some links that you might find nice:
This explanation of the bouncing ball is pretty great. It gets into variations on the bounce, and use of the bounce in a walking animation. I only found this once this project was pretty much done, so it had no real influence.

John K’s blog. I don’t have the time to emulate his full animation stuff, but some of his posts on limited animation were helpful. He wrote a couple recent posts on head bobs in Hanna-Barbera cartoons, which is again too late for me to apply to this project, but is pretty interesting. Over the course of this project I did take to heart a couple things he wrote about backgrounds and character poses.

NockFORCE is pretty cool, and does occupy that sweet spot you want to hit with limited animation, where there’s enough going on that the visuals make it funnier, but not so much that two guys can’t animate it in their spare time.

Years ago, I made a comic strip for the student paper called F–king the Dog. At the time I was fixated on the idea of making my drawings consistent, so I scanned one drawing of each character into the computer and then modified them a little bit for different facial expressions and arm gestures. Later, I made a comic strip called Gutterwidth. Every Gutterwidth I drew from scratch, and didn’t really worry about consistency. Gutterwidth is a better comic, and often took less time to make.

One thing that helped was the character design in Gutterwidth. The characters were made visually distinct enough that I could alter them drastically and they were still recognizable.

Similar rules apply to the design of animated characters. Make sure they are all visually distinct. Can you tell your characters apart just by silhouette? Can you tell them apart just by colour scheme? Then you can distort them wildly and they will still be recognizable. That gives you freedom while animating to draw different poses.

And different poses are a good thing. If you’re doing limited animation, use lots of different poses, because that helps keep the visuals from getting repetitive, and allows you another means of expression. But don’t bother animating the transitions between the poses unless you can justify there’s entertainment or information to be had from seeing that transition in action.

Now, I did re-use poses in this cartoon, but every scene had a few poses that were unique to it.

For backgrounds on this project, I started out making the common mistake of making them too flat. If I had a brick wall, I drew two or three bricks here, one over there, not drawing all the bricks, (which is fine) and making sure there were no spots that were too full of bricks or too empty. (which is not fine) You want something that’s uneven in an interesting way. John K has some lovely examples on his blog for backgrounds.

For lip sync, I built one thing in actionscript that used SoundMixer.computeSpectrum() to change the x and y scale of a mouth, and another thing that let me control the mouth like a puppet using the mouse, and record that movement for future use. And I also just did lip sync on the time line, or with just a mouth opening and closing cycle. This is one area where I didn’t use John K as my main influence, since he relishes a good lip sync, while I was just trying to get it over with as quickly as I could in any way I could. I was more influenced by television anime or this Welcome to the Cartoon Show when it came to lip sync. I also foisted a lot of it off onto the other people working on the project. I haven’t examined what they did, but when I get a chance, I’ll see if they had any new approaches I should learn.

More once the episode is online.

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It seemed like a good idea at the time.

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