August 22, 2009

Here & There

August 21, 2009

Quentin Tarantino's Favorite Movies Since 1992


I always find it interesting to hear big-time directors'
opinions of their favorite flicks, watch this clip to see
Tarantino's take on his favs.

Here's the transcribed list:

Battle Royale
Anything Else
Audition
The Blade
Boogie Nights
Dazed & Confused
Dogville
Fight Club
Friday
The Host
The Insider
Joint Security Area
Lost In Translation
The Matrix
Memories of Murder
Police Story 3
Shaun of the Dead
Speed
Team America
Unbreakable

German Children's Drug Educational Video

ABCD Blue

GREEN LANTERN: FIRST FLIGHT movie review

Here, they've managed to retell the Hal Jordan GREEN LANTERN origin story as a trampoline to a science fiction buddy cop film noir type of thing that just kicks a lot of ass.

Written by long time Superhero Animation God, Alan Burnett - and directed by Lauren Montgomery (SUPERMAN VS DOOMSDAY and the recent WONDER WOMAN film).

The basic story is that Hal Jordan becomes GL the way we all know. Then Sinestro and his fellow Corps members show up and take him to OA, where the Guardians doubt his abilities. Sinestro takes an interest in the hot shot braggart type from Earth and asks to take him under his wing to bring Abin Sur's murderer to justice.

Thus begins Hal's first mission.
The results are rather fantastic. What we end up with is an Animated Sci Fi version of TRAINING DAY that gets pretty darn intense. By the time you get to the end, there's been MASSIVE casualties of many characters and I found myself completely sold on the viability of a greater Green Lantern universe. I couldn't help but imagine an epic live-action version of this film, with the sensibilities they brought on for the Iron Man film with a major sci-fi/interplanetary flare to it could work very well.

Nice animation, great effects, superb designs, and impressive voice actors. You'll really dig this film if you love Green Lantern - and if you're a kid that has grown up
seeing GREEN LANTERN in his various Comic Book and Animated forms as a portion of a larger team, it's fantastic to see a full on Green Lantern Corp story - it's pretty damn awesome!


Avatar teaser is here

Looks like it could be good, we'll see, check it out here.

The Effect of Style in Design

Style, as I define it, is the reoccurrence of elements from one piece of work to the next. Style should reflect the designer and his/her experience. Rather, style commonly tends to be a recycling of major parts. I said "elements" before for a reason. For graphic design; reusing a good font, color, or grid is fine. For character design; reusing the same body shapes, hand models and mouths over and over is fine. For background design; reusing the same technique for making trees, shrubs, plants, rocky textures, foliage, buildings is fine. But... I wonder if applying the same formula to everything is really design? Think about it like this: If everything you did looked and worked as if cast from the same mold, how would you evolve? Experimentation is a big part of design (at least for some). Doing the same thing over and over has to have a negative effect on lexploration, because, well, you aren't exploring.

Alow me an analogy. A young carpenter builds a house. It is a great house and people like it. Soon, others want a house just like it. Different knobs, faucets and tile, but the exact same house. After some time, the carpenter has built hundreds of these houses and has grown very efficient in doing so. He can now build one in half the time as the first one took. So, is he a great carpenter? What if someone approached him to build a completely new house. Could he do it?

Designers need to evolve to survive just like anything else. There is always merit in figuring something out. I think this is what design is all about. The challenge is doing it the first time, not the 10th time. Once you find

With that said, I also wish to take issue with the client side of design. How does style effect client work. It is easy for most designers to do a great site for their own firm.
But, can they do it for their clients? I see a lot a great self-promotion sites with awe-inspiring designs, but I see plenty with very substandard portfolios also. I think, and I could be wrong, but I think that this happens because the client doesn't want the "carbon copy house", they want the "new house". And the "carpenter" can't build it. The usual response to this is an attempt to put the client down at a lower level. You call them stupid and talk of how bad their taste is while you sit suffering through their project anyway. You wind up getting your cheque and you add their substandard compromise to your already average portfolio.

Most television animation producers want the most refined, consistent, safe, appropriate, rigid, cautious, and clean design style possible for animated cartoon characters. It's part of the process, continuity of the character's structure, volume, clothing, and visual design style must remain functional, practical, and easily re-produce-able. John K flies in the face of this convention with his wackier, more exaggerated style (though you'll never get him to admit that he actually has a "style").

Study art books that focus on whatever medium you're going for. Pixar's "Art of"
books set a fantastic standard for character and environment design. Work hard at making your own personal design style, to force it to evolve, experiment, research, and when it all comes together, call it done and try something else.

Take a lesson from music. Popular music is trend. But there are artists who surpass this, who stay around over time. Why? Because some artists have been in a perpetual state of reinvention since their first song. No one wants to hear the same thing from the same person forever. Design is no different. substandard portfolio. And I ask you, couldn't this have been avoided if you approached the problem in a way unique to the client and their individual problems? In these cases, what I find most ironic is that the client will strip away the style from you, thus removing the only resemblance of the designer at all. Set trends then abandon them. Reuse elements that work, but don't overdo it. You can shear a sheep many times but skin it only once.