Tag Archive for 'animation'

Why You Should Support Your Face is a Saxophone


The copyright industry is not going quietly. The legitimacy of its monopolist and consumerist practices are still upheld by policymakers and panicking creators who haven’t seen any real alternative in action. I humbly submit my silly cartoon about people with inanimate objects for heads as a first step in that direction.

Your Face is a Saxophone is a surrealist satire of the advertising industry, which makes fun of actual companies and brands. It tells the story of the staff of Buzzword Marketing, and their dealings with the absurd demands of their corporate clients. Also, everybody has inanimate objects instead of heads for some reason. It’s either an artistic statement on how consumerism objectifies us all, or an excuse for us to not have to animate their mouths moving; you decide. As a bonus, Your Face is a Saxophone is Public Domain under CC0.

My friends and I formed Plankhead to produce the series. At the beginning of 2011, we released the first full-length, 25 minute episode — a pilot that we pitched not to a TV network, but to the Internet. We were able to raise enough money from individual donors to make a second one, which came out astronomically better than the first. Naturally, we’d like to continue the series — we have five more episodes planned, and we’re starting on the third in the next few weeks. But this isn’t just yet another crowdfunded indie project.

Your Face is a Saxophone started out as an assault on advertising. Since it began, I’ve realized that the problems with advertising are just one part — along with the copyright monopoly, unchecked greed, the pursuit of censorship, and other problems — of the holistic problem that is the ancien régime of the corporate entertainment industry. Much like these motivations, Your Face is a Saxophone is a part of a larger whole; a prototype for how to produce, promote, and proliferate culture in complete opposition to the problematic habits of the copyright industry.

I certainly hope you find the show entertaining. But even if you don’t, let me explain why you should still help it succeed:
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    What If Mahmoud Ahmedinejad Were A Tarantula?

    If you’ve been anywhere near the Internet lately, you’ve probably heard that there’s been a lot of violent reactions to the likely-fraudulent Iranian elections (If you rely on television or newspapers to hear about current events, then you have an excuse for not knowing). While the streets of Tehran are filled with protesters and trigger-happy police, the pressure is on other world leaders to make a choice: acknowledge Ahmedinejad as President and condone his totalitarian tactics, or walk away from negotiations regarding Iran’s nuclear program.

    This tense situation leaves a burning question in the mind of everyone in the world: what would this situation be like if the disputed Iranian President were a tarantula?

    This femto-length film is my attempt to answer that question:

      Goliath – An Animated Short About Race Warfare


      For Flashless iPhone/Android users: This film is also on YouTube.

      For a larger display size, see the film’s official page.

      I don’t have much to say about this, as I feel it speaks for itself. I should mention, though, that once I figured out the best workflow, this film took an average of under one hour of work per second of finished animation. It’s 268 seconds, and I completed all the art, animation, and sound editing in less than a week. Granted, about 36 hours of that work happened consecutively; I totally would have done stuff like eat and go to sleep if it wasn’t due at 6 PM yesterday (it was a project for my Editing class). Nonetheless, a 3600:1 ratio of work vs. finished footage is, I’m willing to bet, significantly lower than mainstream hyper-expensive Hollywood productions, and would probably be feasible for a high quality film if only I was working with someone who was good at drawing. I’m not implying that I created a Pixar-quality film, but it’s technically on par with Dragon Ball Z, if not artistically.

      Also, Kyle Gabler is awesome for letting me use his music in this. He originally composed the three songs spliced into this for World of Goo, which is way up there with Grim Fandango and Portal on my short list of Games You Should Play Before You Die But Preferably Right Now. So after watching this movie, go get World of Goo. Here are fifteen links to the exact same page at which you can do this.

        In Other Words, Why Can’t Animated Movies Have $1,000 Budgets?

        I suppose I should be glad for the publicity on my post about how Pixar is overdoing it. Unfortunately, the nature of the discussion was mostly skeptical; I think that was my fault for explaining it the wrong way. So, how about this:

        Pixar has $180 million to spare, and doesn’t mind having hundreds of people manipulating 400 yottabytes to create one film. Good for them. But that shouldn’t scare off the rest of us.

        The barrier to creating great looking animation doesn’t seem to be time, money, or resources; it’s the misconception that those, in fact, are an obstacle. Video game developers constantly show us that there is the potential for great looking visuals without an excessive amount of polygons. The reason video game graphics don’t yet rival Hollywood CGI isn’t because there isn’t enough processing power for detail, but that there isn’t enough processing power for implying detail.

        Simple depth of field can dramatically improve a low-detail image. By simulating the focus of a camera lens, not only is a more photographic look achieved, but strategic use of it can remove most of the ugly portions of an image. This is possible in Valve’s Source engine, and can look great, but it’s not practical for video games; about two frames of it per second can be rendered in real time. But movies don’t need to be rendered in real time – a three minute high-definition sequence from Final Cut can take up to half an hour to render on my laptop, but after that it plays back smoothly; Pixar, by contrast, produces films that would take a single supercomputer several million hours to render (that’s why they have a ton of supercomputers), and they too can be contained within a smoothly-playable video file. But by taking graphics which could, theoretically, be rendered in real time, then rendering it with realistic looking blur and smoothing effects at two frames per second, an independent animator wouldn’t need to have access to supercomputers with enormous hard drives to make a film.

        Perhaps I was too quick to call Meet the Scout on par with The Incredibles or WALL-E. Jenni Chasteen‘s comment about the lighting design was spot-on – Pixar has people who know cinematography, and Valve isn’t nearly as experienced. I disagree that it’s not even close, though; while it’s not great for photorealism, “cartoony” CGI is very possible to do with just a video game engine and blur effects.

        Valve’s promotional movies may not be Pixar-quality, now that I think about it, but the technique and technology has the potential to be. In the hands of talented filmmakers, it’s wonderful for compositing onto live action. Is extending it to a full animated film that much of a stretch? I doubt it, myself.

          Why Do Animated Movies Have $180 Million Budgets?

          UPDATE FEB 8 2012: I guess this piece got high up in some common Google query, because I’ve had a lot of vicious comments on it over the years. So let me explain: This article is from 2009. I was nineteen when I wrote it. I also wrote this follow-up piece clarifying what I meant to say, which apparently isn’t as popular on the Googletubes. Anyway, this is a terrible post. I was trying to encourage people to innovate with low-cost animation, but the following is a completely ridiculous way of saying that. Please stop getting angry at me.
          UPDATE FEB 9 2012: Okay that didn’t work. You know what? Comments are closed. I’m getting tired of seeing this pop up in my inbox all the time.

          Perhaps I’m uneducated in the ancient Hollywood art of Unit Production Management, but it’s baffling to me that WALL-E had a budget of $180 million. Yes, it was a gigantic Hollywood production, but consider the fact that all of its visuals were made by pressing buttons and waiting for the images to appear. Well, it was more complicated than that sounds, but that’s basically what they did.

          So what exactly cost so much money? Without access to Pixar’s financial records, I’ll take a few guesses. But the short answer is that they’re spending way more money than they need to.
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